Squad Leader Archive
Thread: Squad Leader and the World of Tomorrow: Issues and Ideas
Stay Sharp: Ability which increases the group's chance of dodging, blockimg or counterattacking incoming attacks. Damage output is reduced slightly but there is an increased chance that group members will land critical hits which cause wounds.
MailekEOC wrote:
Just another idea to add to the list and get us back on topic:
Stay Sharp: Ability which increases the group's chance of dodging, blockimg or counterattacking incoming attacks. Damage output is reduced slightly but there is an increased chance that group members will land critical hits which cause wounds.
very cool idea.
The group ideas are great. Formations, commands/abilities to amplify the way a group leader works. Squad leaders should be able to do things no other group leader can in the way of communication, information, scouting, as well as combat.
I would really like to see SL work with other professions. For forts, you can work with all the crafters on that. Rangers and SL should be the best of friends in the field. etc
The best idea I have anyway is for Squad Leaders to have ways to work together. Instead of 2 or more SLs in a group, each SL has their own group but they can benefit each other. Better communication, like a group chat channel for the large group instead of making only 1. Or to play on many groups, have a SL lead a group of SLs that are by themselves leading groups. Ideally, like the chain of command. Just something for those much larger groups to enhance what they can do as well.
Also agreeing with the many previous posts, any benefits shouldn't just stack. Like 2 squad leaders should not double the bonuses they get, but take the 1st leader's bonuses and the 2nd leader's bonuses add on as a lesser amount than they would be alone.
FastWillz wrote:
There are just to many Idea's to chose from, just read some of the previous post!
I would Like to see
5. Volly fire should be changed. It should allow an extra attack, and not replace any attack in anyones que. This extra attack is a normal attack but should be allowed to target one pool, say heath, action or mind. This stops the hate tells about how I was doing this or that, bla blha bla. And increases the value of this skill if we can targe a certain pool without interuppting anyones play,players don'trealy like to be told what to do, why force us to do that? Also don't forget this should include melee players too, if there close engouh, and as its a free attack it shouldn't cause any problems if there not.
6. Aim needs a touch up, the time should be extended, and should cost less, and should be a free action, for everyone but the Squad leader.
7. Retreat needs to be tweeked, to inclease time, but if were really suppost to stand there and take it in the butt, why have us blow all our ham, why not have itcost nothingand instead have everything argo on us, this still does the same thing only better, we still die, and everyone can get away instead of the mob just chasing after the person who is running, and still killing them?
8. We need a charge command, to allow our ranged shooters to laydown some cover fireand cause poster changes in there selected targets, and give players with melee weapons equiped a short burst run to get to there pray. This also get rid of that annoying whos going 1st if we just have everyone attack at the same time.
9. what about a squad leader mission term,3 times the pay off but 3 times harder, 3 times more creatures/npc, and anyone in the group can get them as long as there is a squad leader in command of the group. A pay off of 90k (90k devidedamong the close members of the grouplike it is now )to a group of people is no worse then a payoff of 30k for some one doing solo missions. And each mission would be much more enhoyable you might even have to think about it, inorder to pull it off, and then there is the increased use of the squad leader skills, unlike normal mission you really don't have to use any Squad leader skill.
5. Volleyfire - nice idea.
6. Having it last longer is definately something we would want. Isn't it a free action already for those in our group? I've never noticed in delay in my teammate's firing rate when I've spammed aim.
7. The aggo everything attacking the party is an interesting idea, but what's the point? A MSL is just a few second speed bump. How about we add to retreat the ability to survive? High level melee/ranged defense, level 3 damage migration (maybe even a lvl 4 for the duration), boosts to resists and stuff - make it so an SL who calls retreat can stand there and keep the enemy engaged. Don't increase the SL's damage dealing power - we're holding the pass, not throwing back the enemy. And to make it so it doesn't get abused, have it so when retreat wears off the SL is severely weakened - negatives to HAM, penalties to defense and resist, etc. No autodie, that would just be lame, but make it tough for the SL to survive afterwards.
8. yeap, this is something we're already working for.
9. Umm, no. We want to get rid of solo grouping, all this will do is make it so SL - lead solo groups are more in demand. Maybe if the SL missions were coded so they don't spawn unless the majority of the group was there, but the way you've described it would just lead to too much solo abuse.