Squad Leader Archive
Thread: What is Squad Leader
Also, all good posts here I'm amazed how everyone has gotten their thoughts together.
I just had two ideas
Pre-combat: Something like TKA Power Boost, not as powerful but everyone in the group sits while the SL stands and is like a pep-talk. Everyone gets bonuses to all stats except the SL. Lasts maybe an hour?
Pick up: In addition to Form Up and maybe that cool /formup2 mentioned earlier in this thread, SLs should have the ability to pick people up that are knocked down. Really anyone can do this, but say the SL doesnt have the mind to do a /formup and someone is knocked down and dizzy, the SL can just put them on their feet. They are still dizzy of course, but they won't fall down because they have someone to help them up.
One thing I always enjoyed in the early days of the game was buying several faction troopers an marching them in formation around cities roleplaying the Squad Leader role. Even when I droped the profession I still did this. But eventually for balance concerns the Devs limited personnal support to only one NPC pet.
I would like them to add an element of pet control to Squad Leader. In a sense giving the skill tree a purpose when a group isnt available. I know it might seem like it is stealing from CH but I dont think so. Squad Leader gets NPC pets an the ability to increase the effectiveness of groups. CH gets creature pets and taming, trainingabilities. Not to mention NPC troops are not that strong.
Maybe they could make the useless Leadership mod determine how many petsa SL can control at once. The stronger the NPC the more Leadership would be required. Human's would be kinda like the Wookie then with thier slight bonus. Maybe they could even make Mercenary's or Droids for Nuetral Squad Leaders. But they should definately keep weaker troops in with lower difficulty level so that high level SL's can call lots of them at once for that large squad feel. Something like an ATST would definately have high difficulty an take upmore room on the squad.
Message Edited by Sifer2 on 03-30-2004 04:58 PM
Squad Leader Revamp! Gives Squad Leaders a Squad!
The idea behind this is that Squad Leaders should have access to the most "Pets," while not taking away Faction pet functionality from the average player. Therefore, Squad Leaders would not have to purchase Faction Pets, but would gain them to "summon" as an ability. Non-SL players would still have the ability to purchase Faction Pets with FP, but would still be limited to only having 1 Faction Pet at a time.
A Master Squad Leader can summon up to5 units at a time, and this can be any combination of units available. All Squad Leader Buffs would affect these units. If a Unit is killed, that units party slot/slots cannot be filled by another Unit for an hour.
- Gains Field Presence at 10m radius.
- Party Membersmust be within a SL's Field Presence to gain the effects of a Squad Leader.
- Field Presence gives party members within range +5 to General Ranged Aiming and +1 to Alertness.
- Gains the ability to use a Scout Unit. Scout Units wield a Pistol and deal Energy damage. They have a To-Hit Bonus vs. Creatures.
- Active Units +1. Active Units is the number of total units a Player can have out at a time.
- Lv.1 - "Be on your Guard" - A buff that adds to the groups Alertness mod and gives a boost to Melee and Ranged Damage Mitigation. This ability lasts until a character is attacked, or initiates combat. It cannot be used while in Combat.
- Lv.2 - "Fire!" - A command that overrides the parties current combat queue. The party immediately fires, in sync, at the specified target. This ability has a refresh time of 10 minutes.
- Lv.3 - "At Ease" - This buff will increase the HAM regeneration rate of a Party. This buff is cancelled when combat begins, and cannot be used while in Combat. The duration of the buff is 1 minute. This ability can be used every 5 minutes.
- Lv.4 - "Stand your ground!" - This buff increases the party's Block and Counterattack mods, as well as increasing the party's Point Blank efficiency. The duration of the buff is 30 seconds. This ability can be used every 5 minutes.
- Lv.1 - +5m to Field Presence Radius. +5 to General Ranged Aiming and +1 to Alertness of party members within radius.
- Lv.2 - +5m to Field Presence Radius. +5 to General Ranged Aiming and +1 to Alertness of party members within radius.
- Lv.3 - +5m to Field Presence Radius. +5 to General Ranged Aiming and +1 to Alertness of party members within radius.
- Lv.4 - +5m to Field Presence Radius. +5 to General Ranged Aiming and +1 to Alertness of party members within radius.
"Reinforcements" Tree - Leadership XP
- Lv.1 - Gains the ability to use an Infantry unit. Infantry Units wield Carbines and deal Energy Damage. They have a To-Hit Bonus vs. Humanoid/Sentient Races.
- Lv.2 - Gains the ability to use a Medic unit. Can Heal party members. Wields a Pistol and deals Kinetic Damage.
- Lv.3 - Gains the ability to use a Tech-Ops Unit. This unit deals Stun and Electric Damage, and has a To-Hit bonus vs. Droids.
- Lv.4 - Gains the ability to use a Grenadier unit. Wields Grenades and deals Blast damage.
"Command Efficiency" Tree - Combat XP
- Lv.1 - Active Units +1, "Fire!" -1 minute refresh time, "At Ease" +30 second duration, "Stand your ground!" +30 second duration.
- Lv.2 - Active Units +1, "Fire!" -1 minute refresh time, "At Ease" +30 second duration, "Stand your ground!" +30 second duration.
- Lv.3 - Active Units +1, "Fire!" -1 minute refresh time, "At Ease" +30 second duration, "Stand your ground!" +30 second duration.
- Lv.4 - Active Units +1, "Fire!" -1 minute refresh time, "At Ease" +30 second duration, "Stand your ground!" +30 second duration.
Master Squad Leader
- +10m to Field Presence Radius.
- "Fire!" -1 minute refresh time.
- "Stand your ground!" +30 second duration.
- Gains the ability to use a Special unit. This unit would be a Faction Specific unit. This unit would take up the slots of three regular units.
- Imperial Special Unit - ATST
- Rebel Special Unit - Saboteur - A Bothan with the ability to confuse a turret into "friendly fire" for a short period of time.
Done this a hundred times before and never kept copies so here it is again with some additions and some losses...I'm going to type them as "/something" but not all are actual commands:
/coverfire--area status effects. All ranged fighter fire with area effects even if not able to do so alone.
/softspot -- Better version of volleyfire. SL designates a specific HAM pool that everyone hits on next shot.
/evac -- Shuttle pulls group out when getting shelacked
/airsupport -- Aerial bombardment. Area blast damage. Pick target via overhead map (structure placement view) or mortar/artillery fire...same style
/wakeup -- wake up incapd players, give them 5 points in the empty HAM bar to run off and find medic
/reinforcement -- half a dozen NPCs arrive and fight with group for 5-10 minutes.
/rallypoint -- sets a waypoint that all group can see. Builds a foxhole/bunker that acts like a small camp but stays in place until SL turns it off. Use as a fallback point and will stay there while whole group is off fighting (won't disband when group leaves) Has small ranged and melee defense bonus to those inside.
/designate target -- Shouts out name like /sys message can but also highlights target with a target box (so you can tell which "thug" the SL is talking about and target appropriately)
/set path -- group waypoints that all can see.
SL chat -- chat group with designated SLs from other groups. Allows multiple group coordination.
/platoon leader -- Master SL can group other SLs (with their own groups) and thus provide buffs / comms to mulitple groups. Commands given will only affect the actual people in theMaster's group not the sub-groups. (A group with 2 SLs(w/groups) and three players will in effect be 5 persons) Usefull in /formup treatment of the grouped SLs as well as the communications between groups. Can be effective over much larger distance than SL skills.
Offensive buffs: members should miss much less often.
Defensive buffs: actual defensive bonuses that can be seen/felt by the group.
My 2 cents....
What makes SL "Special"? - Right now - Nothing....
There is no desire to group with a SL. So, design missions, quests, badges around the SL. Can't get that badge unless a SL leads you into battle. When grouped with a SL for missions, the SL gets missions that are designed to use the abilities of the characters in the group, in-turn giving everyone more experience than standard missions.
SL can alter faction appearance, Imperial - Neutral - Rebel, and back again. (only while grouped and not in battle).
SL (in player cities) has a "Command Center" and can organize militia (NPC and Humanoid) in the defense and act as police of the city. Furthermore, can set the defense of the city to alert and call in troops when the presence of unwanted Factions (characters) is detected.
Special grouping allowing multiple SLs to group without using one of the 20 slots, increasing experience in all players and providing better organization in mass or multiple point attacks.
SL has ability to acquire troops for ceremonial and combat purposes; through Mayors (ceremonial) of Player cities or Governors (combat) of NPC cities.
Just 2 cents………
Rarrot wrote:
What about some sort of flares that could temporarily light-up dark battlefields? Not much more annoying than trying to shoot through trees you can't see while half your squad takes off in the wrong direction. If they could actually see what they're supposed to be shooting at, it'd be much easier. In pvp, it'd still be balanced because everyone would get the light.
This is a really good idea, esp for like Dathomir at night, so freaking dark. You could even take it a step further, flares also increases your accuracy for the duration of the flare. So like if it starts raining (that lowers your accuracy) a SL could pop a flare, light up the area, and increase your accuracy.