Squad Leader Archive
Thread: Official Discussion: Mobility
There should be additional passive bonuses provided to this branch of the SL tree since the addition of vehicles and mounts have reduced many of the benefits of the mobility branch. I've picked things that would be easy to implement. We should get a SL special for mobility I-IV and one mobility special at MSL (i'm thinking /retreat, /withdraw, /charge, /assault, and /counterattack).
Gaining experience would be changed as well witha formula consisting of something to the following:
GroupMobilityExp = (GroupSize) * DifficultyOfMobilityCommand * some arbitrary number;
Mobility I
currently: group terrain negotiation +25
add: group ranged accuracy while moving +5
group stealth +10 (works like ranger camo, but works only against humanoids, with additional bonuses in low light conditions)
group cover +10 (works like rifleman cover, gain 0.1 bonus while standing, gain 0.25 in kneeling, gain 1.00 in prone, additional bonus in mountainous regions, urban environments, or high density of collidable flora)
/retreat - provides group burst run as well as a defensive bonus +10, but causes a offensive penalty -10.
Mobility II
currently: group burst run efficiency +25
add: group ranged accuracy while moving +5
group stealth +10
group cover +10
/withdraw - provides a defensive bonus +5, with no offensive penalty (no group run bonus)
Mobility III
currently: group terrain negotiation +25
add: group ranged accuracy while moving +5
group stealth +10
group cover +10
/charge - provides burst run bonus, provides melee defensive bonus +10, provides melee offensive bonus +10, group ranged accurancy while moving +10, causes ranged defensive penalty -5, causes ranged offensive penality -10. High SL HAMcost.
Mobility IV
currently: group burst run efficiency +25
add: group ranged accuracy while moving +5
group stealth +10
group cover +10
/assault - provides ranged defensive bonus +10, ranged offensive bonus +10, provides melee defensive bonus +5, group ranged accurancy while moving +10, causes melee defensive penality -10. High SL HAM cost.
MSL Mobility Bonus
add: group ranged accuracy while moving +10
group stealth +20
group cover +20
/counterattack - +10 bonuses ranged defensive bonus, +10 ranged offensive bonus, +10 melee defensive bonus, +10 melee offensive bonus, provides point blank range bonuses. (25% of automatic change of counterattack, 100% chance of a regular attack, whenever hit).Extremely high SL HAM Cost.
we want to avoid HIGH SL HAM cost for chrissakes
if an SL has to use repeated commands, use combat abilities of his own to defend himself, etc then it is ridiculous ot make ANYTHING that takes huge HAm costs
"i am so uber...i can cast ONE ability and then not be abel to do anything again for a minute"
yes....thats be wonderful. CH's dont have HAM costs for using pets..why should we lol
PanzerGR wrote:
we want to avoid HIGH SL HAM cost for chrissakes
if an SL has to use repeated commands, use combat abilities of his own to defend himself, etc then it is ridiculous ot make ANYTHING that takes huge HAm costs
"i am so uber...i can cast ONE ability and then not be abel to do anything again for a minute"
yes....thats be wonderful. CH's dont have HAM costs for using pets..why should we lol
Actually, trick commands cost mind on par with that of a medic healing damage.
TK933 wrote:
Yes! Give this girl a cookie! Squad leaders need a trick command so we can restore our squads mind, though I don't think it belongs in the Mobility skill tree.
no, it would come under Leadership or Tactics....
(OOC post)
In this post, I will focus on the combat related utility of the mobility tree. Since mounts and vehicles and mounts were introduced, the idea that squads led by a squad leader could get from point A to point B faster than a squad without a squad leader has become a moot point.
The current bonuses to terrain negotiation find their best uses among the following classes:
Medical: Doctors, Medics, and Combat medics. With thegroup terrain negotiation bonuses from mobility 4 and master squad leader, medical personnell in my squads have found themselves much more capable of keeping a spread out squad on it's feet. Combat medics, with an additional boost to group terrain negotiation, and area stimpacks are easily the quickest (single profession) characters in the game, able to maintain both the close up fighters (pistols and melee) the long range fighters (rifles and special heavy weapons) and those who hover somewhere in the middle (Carbines and normal heavy weapons.) Doctors and medics find it a little easier to get within range of a damaged, poisoned, or incapactitated player.
Melee fighters: Melee fighters, many of which also posess ranks in scout for terrain negotiation find that they can get and stay within striking distance of a target much faster. In recent non-pet tanking field tests, melee fighters have found it much easier to get a melee mob's focus off of the ranged fighter, and onto him/her self.
Riflemen: Riflemen are slightly more effective in larger combat arenas due to increased crawl speed.
The majority of ranged combatants find little or no benefit from the group terrain negotiation modifiers in combat, as ranged fighters tend to take up position at optimal range from the target, and not move much from that position.
So, here's my ideas for a specific set of mobility related modifiers, hopefully useful to a wide range of professions. I won't go into detail as to values, except to say that a pecentage based value gain would be preferable to a base numbers gain. This will allow those players with the highest standing values in each specific mobility related skill mod to more effecitvely use that particular skill mod to their advantage, rather than bestowing a base numbers value that is either too low to be useful, or not high enough to be noticable.
Healing speed/ranged healing speed: By granting a percentage basedbonus to healing speed, the squad's medics will be able to treat damage more effectively.
Melee attack speed: By granting a percentage basedbonus to Melee attack speed, melee combatants will be able to more effectively engage and eliminate the enemy.
Accuracy while moving: By granting a percentage based bonus to accuray while moving, ranged combatants will be able to move from position to position while still delivering effective fire, and make better use of their defense bonuses while moving. This allows more effective covering fire, and strafing operations.
You may notice that there are seemingly no bonuses for creature handlers or pets. The bonuses to healing speed should be sufficient to bolster a creature handler's ability to keep his pets up and running, and all other bonuses to pets are conferred from the creature handler currently via some of the newer commands.