Squad Leader Archive

Thread: *Idea for Squad Leader Profession*

TK933
Sat Feb 14, 2004 5:04 am
#14

Seclus, you miss the point. Take a look at that full setof Composite Armor, or that Ubese Armor, or that Storm Trooper Armor. You will see that the helmets incorporate some form of filtration system or internal air supply. These armors already incorporate envinronmental protection, whichis why chemical weapons in SWG should be mostly ineffective, the armors are made to withstand chemical and biological agents, the game mechanics just don't take this into account. All that should be required for a person to have protection against poison and disease is to wear a full set of armor. No one should ever have to remove their helmet to put on a gas mask because there are filtration systems built into the armor.
nexuherder
Sat Feb 14, 2004 9:09 pm
#15

they could craft like anti poison/disease packs



Andy'lok Rexxar
galahad646
Tue Feb 17, 2004 5:21 am
#16

They could also make it a new layer for AS to put in helms that have air filtration. I think that SLs should still get a group bonus to resist being poisoned. I also think it should be a skill and not a craftable item. It should also not be low on the SL tree to prevent defense stacking.


Mael Starchaser

Airhawk Alliance

I'm a smooth pimp who loves to slay Imps.



Mael Starchaser - Master WS/ Master AS/ Master Artisan
Knathrak - Jedi Padawan
Dystructa Starcrusher - MBH(All original. No respec here)/ Master Pistoleer

"Do you believe a man can change his destiny?
I think a man does what he can until his destiny is revealed."
Wystery
Tue Feb 17, 2004 12:31 pm
#17

Gas masks could easily be useless. That prevents gas, but what about darts, liquid, acid? There are a lot more things than gas to infect people especially in SWG. Thankfully, the Empire has peaceful ways of using biological agents to keep cities and planets in line with the law.



Colonel Goldy Different
MSL MBH
Imperial Inquisition
Ahazi

aka

Sokepe
Master Fencer Master Ranger
Scylla
Imperial_Destroyer
Thu Feb 19, 2004 3:11 am
#18






galahad646 wrote:

They . It should also not be low on the SL tree to prevent defense stacking.


Mael Starchaser

Airhawk Alliance

I'm a smooth pimp who loves to slay Imps.






good point. yes defenisve stacking of this skill should definitely not be low in the profession tree.



Rebel
Obide's Supplies Master Weaponsmith Master Artisan
Vendors Cor De Naboo 7184, -5311
Making weapons for too long hehe.
IThe path to opening the slot was; unimaginitive, uncreative, ruinous to the game, and flat out lazy programming.
TK933
Sat Feb 21, 2004 4:50 pm
#19






Wystery wrote:
Gas masks could easily be useless. That prevents gas, but what about darts, liquid, acid? There are a lot more things than gas to infect people especially in SWG. Thankfully, the Empire has peaceful ways of using biological agents to keep cities and planets in line with the law.






Ok, I'm not talking about gas masks, I'm talking about the protectiveness of the armors available in this high tech world. Once you start putting poisons and biological agents in darts it no longer becomes a WMD, just another gun you have to look out for. One dart willnot infect your whole squad. Liquids are not effective because of the armor and the body glove, and acid? Acid? Any biological agent that would use acid as a vector probably would not survive long outside of the acid, but I am not a bio engineer, so I have no clue about that one. I would assume that a strong powdered base substance used in an armor layer would take care of most of the acid issue (baking powder anyone?) The point is, there are plenty of things that can be done to neutralize poisons and biological agents that do not require a doctor and can be made readily available to the mass public.


But my main point is, that the advanced armors of the Star Wars Galaxies alreay has this protection built into them. The game mechanics simply do not take this into account. There should be no need for specialized equipment when you wear any kind of advanced armor. The armor itself should give you the protection from the poisons and diseases.

Seclus
Sun Feb 22, 2004 3:55 am
#20

thats very true tk933... but shouldn't armor tecnology vs posions and disease be talked about in the armorsmith proffession not the SL profession....



here is a thought on the posion and diese resistance



what if it was a skill lets say there was 4 skills


/warngroup <snipers> this would give damage reduction to the mindpool by headshots since all the squad is now on the look out for snipers


/warngroup <chemicals> this will give a group bounuses vs posion and disease


/warngroup <closequarters> the group will take added caution melee bounusesand melee damage reduction or melee deffence


/warngroup <openfield> the group will recived added bounuses against ranged attackers the same way closequarters works except it does not include the mindpool with oits deffence damage reduction.


none of these commands can be combined at the same time so the skill of a squadleader knowing and making a battlefield decssion what to add extra protection against can be and will be a deciding factor and not just a freebie SL stackable bounus


what do you ppl think?





"Death to those who oppose the cause!" Captain Eugine Ravenwood
Imperial_Destroyer
Tue Feb 24, 2004 5:38 am
#21





Seclus wrote:

thats very true tk933... but shouldn't armor tecnology vs posions and disease be talked about in the armorsmith proffession not the SL profession....



here is a thought on the posion and diese resistance



what if it was a skill lets say there was 4 skills


/warngroup SNIPERS this would give damage reduction to the mindpool by headshots since all the squad is now on the look out for snipers


/warngroup CHEMICALS this will give a group bounuses vs posion and disease


/warngroup CLOSEQUARTERS the group will take added caution melee bounusesand melee damage reduction or melee deffence


/warngroup OPENFIELD the group will recived added bounuses against ranged attackers the same way closequarters works except it does not include the mindpool with oits deffence damage reduction.


none of these commands can be combined at the same time so the skill of a squadleader knowing and making a battlefield decssion what to add extra protection against can be and will be a deciding factor and not just a freebie SL stackable bounus


what do you ppl think?






I like it


Can you add one for anti-delay effects?? (panic shot, warcry etc etc?)


This istremendous idea though. I really like this one.




Rebel
Obide's Supplies Master Weaponsmith Master Artisan
Vendors Cor De Naboo 7184, -5311
Making weapons for too long hehe.
IThe path to opening the slot was; unimaginitive, uncreative, ruinous to the game, and flat out lazy programming.
Imperial_Destroyer
Tue Mar 02, 2004 4:21 am
#22

bump


haven't seen this discussed in a while and it really seems to be going somewhere.



Rebel
Obide's Supplies Master Weaponsmith Master Artisan
Vendors Cor De Naboo 7184, -5311
Making weapons for too long hehe.
IThe path to opening the slot was; unimaginitive, uncreative, ruinous to the game, and flat out lazy programming.
Seclus
Tue Mar 09, 2004 5:53 am
#23

yeah true we were going somewhere but it seems to ahhh gone no where now but I am glad ya like the idea maybe I should add it on the proposal ideas



"Death to those who oppose the cause!" Captain Eugine Ravenwood
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