Squad Leader Archive

Thread: DEV ADVICE: FIX and IMPLEMENT the Leadership Skill Mod

HarlequinMK19
Thu Sep 08, 2005 3:47 pm
#27






Luxora wrote:


The Combat Upgrade changed a large part of the problem,changingComposite that mitigated most of the damage. From what I've heard regarding one SL buff in particular, you can now get a TKM with 70% or higher damage mitigation, and they don't even wear armor. There's something wrong with that picture. Hope that's not truly accurate... because this is precisely what the CU was trying to get away from.







It is pretty accurate, sadly. TKMs are still gods in this game as far as I'm concerned. The only difference now is that you stack it with Swordsman, as the offensive output of the TK has been reduced from its former self. A TK, with CoB running (which should be a Master Box skill, but is far from it) and these new SL mods running will have ludicrous defenses...and then boom..we're back to pre-CU. And it's not only TKs, but being as they are the "tank" so to speak, they make a good example. Any profession could become "jacked" if there is not some type of control element put in place.


The game has already turned into Jedi Vs. Bounty Hunter. I'd hate to see "Melee-stacker-Squad Leader-dabbler" added in as the third member. But if these mods are as good as they seem, and there's no way to limit them, this *will* happen. There are purists out there who would not switch up their profession or template just to pick up some of the new "1337 SL skiLLZ", but we all know from experience that the bulk of the player populace will pick up "what makes them better." It's a natural human desire to have a template that is going to give you an edge in combat...I'm guilty of such things myself...however, I really don't want to see a highly respectable profession (SL) get turned into a dabbling-FOTM-prof that everyone and there mother has.


I'm by no means attempting to highjack this thread, just giving my opinion on why I support this idea.







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Short_Timer
Thu Sep 08, 2005 3:49 pm
#28

TBH I only stuck the idea of the "percentage chance to stick" as another thing to consider when thinking about the percentage chance above 100. It wasnt a serious suggestion to be considered, but when u think of using the "leadership mod" as a measure between 0-100 it does reflect on previous skills that have used that model.


Whether the human racial trait is used or should be a minor factor, but it must be considered that if SEA's are intro'd for a "leadership mod" then the possibility of dabblers merely buying tapes to achieve a MSL's effectiveness must be considered.


If, and of course its a big if, we ever got this kind of scalable effectiveness it would most likely be implemented in a similar manner to other mods and therefore would be a sliding scale of 0-100 with a cap at 125. I say this because it would be an existing game mechanic that can be "ported across" to SL. However if you look at the numbers as percentage increases u will get some "interesting" numbers. If u take the model as a duration modifier then the first group modifier a dabbler would getsuch as Steady Aim has a duration of 3 minutes (with 10 leadership skill)..................too short, too long or about right? I think its right personally and then taking that model a step further, if the dabbler has 1 complete branch it would only last 7.5mins for the cost of another 9 skill points, then at 2 full branches it would last 13.5mins for a cost of another 14 points.


I think this should illustrate just how effective the OP's original concept can be. Even taking into account any racial bonus would only add an extra 3 mins and the potential 125 cap would only extend it by 7.5 mins.....................Apply the same multipliers to the 10 min individual buffs


ObsidianWrath
Thu Sep 08, 2005 6:57 pm
#29


Just a little bit of clarity:


Though I don't mind people discussing it, remember that those saying that the racial bonus is not the focus of this discussion are absolutely correct.


Honestly, I don't care what the final "numbers" were, as long as they worked properly and followed the simple guideline that greater sacrifice (more boxes bought) yields greater reward. They could do away with the racial modification entirely, for all I care ... and my Squad Leader is human.


The only reason it was originally listed is merely for substantiation of the fact that this skill mod does in fact exist in the coding of the game already. As a result of this, one can only "assume" that implementing / fixing it would be easier than coding something else entirely.


For those of you discussing other options regarding the points breakdown, I like most of the ideas I've seen. As with the other issue, just remember that those two models posted aren't really "scientific proposals" so much as mere examples on the different ways you could possibly weight the template's point distributions.


The only thing I care about at the bottom line, however, is that this concept get beneath the Devs' eyes as quickly as possible. We probably only have a few more days until the revamp hits live, and I think the majority (if not entirety) of us seem to agree that this sort of implementation would be leaps and bounds beyond what's currently being pushed on Test Center.

Message Edited by ObsidianWrath on 09-08-2005 08:59 PM




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BlueGlowy
Fri Sep 09, 2005 12:41 am
#30

If the Leadership skill is fixed and implemented (referencing the title of this thread), humans will get the +10 mod. Full Stop. It's part of their race template.


Just like Trandoshans (all other things equal)make the best Teras Kasi, Rodians the best swordsman, Wookies and Ithorians the best Creature Handlers, and Bothans the best riflemen, it's part of the game now (at least in spirit, because no one really knows for sure if Leadershipdoes anything today).


If the focus or consensus in this threadbecomes, "fix and implement the skill,and remove the race mod", I think the whole proposition presented by the OP is going toget bogged down - at the risk of it being a topic of debate until the *next* SL revamp.


For the sake of the core proposition, maybe we can agree to disagree and shelve the existing race modifier discussion in this thread (open a new one if desired)? Maybe present a revision of either (or both) of the tables given by the OP in response, and get the focus back to how the skills are weighed at each tier/box within the profession?


Sylow
Fri Sep 09, 2005 4:40 am
#31

And as we are just on correcting some missunderstandings i alwo want to take a look at this passage:




As far as "veteran SL" crap... People can be from around long before they decided to register on the forums, it really means nothing. And just becauseObsidianWrath lurks and doesn't post frequently and shoot off her mouth without getting the facts first doesn't mean she doesn't know what she's talking about. But the point is, yes, I haven't seen a better idea yet presented so cleanly, with all the reasons defined as to why it should be implemented. If the devs don't listen to something presented in a business-like, linear proposal, what else will they listen to?


I assume the poster missunderstood something which was said, either from me or from somebody following my line. My point exactly was that the suggestion of ObsidianWraith here is genuine and we are supporting it a lot. She has no reputation of "veteran" or anything within this forum, but we are not interested in such a status flag anyways. The quality of ideas and the way of communicating matters and as the suggestion here excels in both points, there is no way not to support it.







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Short_Timer
Fri Sep 09, 2005 5:28 am
#32

Well said mate.


I really hope that new visitors arent getting that sort of impression from this board during the most important period of the Squadleader professions history
mrmark200000
Fri Sep 09, 2005 10:07 am
#33

this is my first post in the Sl forums- but ive always been a fan of SL.



this, would, be perfect to prevent the unbalancing!


awsome thinking



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Short_Timer
Fri Sep 09, 2005 12:43 pm
#34

Well judging by Keldarin's posts in the Group Leadership discussion thread they are taking notice of are worries. I hope he has followed the link that _scout_ posted directing him to this thread, as this proposal definately has much merit in it.


I think the model I demonstrated shows that racial modifier makes very little difference when applied as a duration modifier, thereby rendering in depth discussion on it fairly obsolete.


With the comments made by the Dev rationalising his decision regarding group leadership I think we are going to get that system anyway, so if we can muster support behind this proposal from the majority of players we should be able to get a system that balances both sides of the equation. I'm all for it and many of my guild mates think its a very balancing system, along with some of my colleagues in the Stratics forum we inhabit.


Good job team

weaponmaster88
Sat Sep 10, 2005 5:38 am
#35

very well thought out, i like this idea.... too bad my jedi is human and my SL is a zab.... actually using the leadership bonus woulda been nice lol


/sign





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Luxora
Mon Sep 12, 2005 3:51 pm
#36

Gotcha.


And I have the sinking suspicion that they'll be pushing the next publish very soon, my hunch being within the week. So I really, honestly hope that the devs have listened to this thread (among others) and will balance and incorporate these logical ideas that most people seem approving of.


This isn't about "oh, the longtime SL's just don't want to share the group leadership with other SL's now", I'd have no problem with that (though the very essence of having a squad full of Squad Leaders is a bit inane and ridiculous...) The problem arises when people stack different buffs atop each other to make something extremely uber, which might invite the nerf bat later on. And as we all know, most professions never recover when they've been hit even once with the nerfbat (*cough* Creature Handler).

I'm not saying Squad Leader shouldn't have these uber buffs -- if you are patient, self-sacrificing and ready to take on a support role like that (which not many are) then you deserve awesome buffs that will make your sacrifice to the group worthwhile. The problem is having some kind of check that will prevent people from majorly stacking and abusing this, because we all know SOE's quick fix for everything is to nerf it when it gets too good and people use it too much.


Needless to say, we've said almost all we can. If the devs don't listen to this, and Squad Leader gets nerfed later on... I'm so bumping this thread with a ticked-off "told you so".



Luxora Zsanu
[Loving the NGE]
"See this double-bladed lightsaber? You have until both ends are lit to stop your childish bickering."

"I don't care if you wasted hours and hours playing this game. Alpha classes suck. I'd rather succeed being equal with everyone else because it means that I won, not that my hours and hours of wasted life won."
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captiansarcasmo
Mon Sep 12, 2005 4:04 pm
#37

as long as were saving up for a nice i told you so, none of the problems with the publish have even been commented on. ai specials portion has tons of dev feedback. going on day 13 now. /frown



jailyn

Loki_Ashaman
Mon Sep 12, 2005 4:15 pm
#38

Hmm. How many Devs are handling AI though? SL has 1 working on us, Kel, and from his posts he doesn't seem like a heavy or open talker like some of the others. On the plus, I think he's done a good job putting together an initial revamp that appears based on many of older threads and concepts here, so I am (hopefully not naively) going to hold out that he will take our concerns and feedback into consideration.




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