Squad Leader Archive
Thread: map out for revamped skill trees
Skill: System Message - Ability that makes a system message appear on all group member screens with a beep. More user friendly so get rid of hex code
and replace with /sys "Green" ......
Skill: Group waypoint: Ability for a Squad leader to assign a group waypoint (/groupwaypoint "xxxx xxxx") that will then show up as colored arrow like the POI wp.
Certification: Radio device: Crafted by Engineers (Artisan engineering 1-4) these can either be limited uses or run on battery power.
Skill Mods: Group Toughness +5: A new skill mod that gives a bonus to defense against indimidate and dizzy
Skill Mods: Group Melee Defense +10, Group Ranged Defense +10
Mobility Tree
Mobility 1: Terrain Guidance and Formation
Skill: Group Formation - Group members form into column (/groupformcolumn), wedge (/groupformwedge) or line (/groupformline). When in formation group members
will auto follow the Squad Leader. An icon will be displayed beside the names of members in formation. Whenever a member stops following the leader a system message
will display to the Squad Leader saying they have left the formation.
Skill Mods: Group Terrain Negotiation +10, Group Burst Run +10: Skill mods that affect the terrain and burst run modifers of group members.
Vehicle Speed +1: Skill mod that increases the speed of a vehicle.
Mobility 2: Squad Stamina
Skill: Charge: This command grants the entire group a small burst run and minor defense bonus but has a high cost for the squad leader.
Skill Mods: Group Terrain Negotiation +10, Group Burst Run +10
Vehicular Control: +5: Skill mod that affects the turning of a vehicle.
Mobility 3: Improved Stealth
Skill: Radio Silence: An ability used to conceal the group from enemies. When used it either starts to drain battery power from the Squad Leader's radio or costs 1 use on it. In PvP encounters this would be used to hide Overts from radar completely. Radio silence is broken when a group member enters combat.
Skill mods: Group Terrain Negotiation +10, Group Burst Run +10
Vehicular Speed +1
Mobility 4: Emergency Evacuation
Skill: Shuttle Recall: An ability which requires which requires a radio, allowed once per hour. When encounters become overwhelming a Squad Leader may issue the /evac
command which shuttles the group to the nearest shuttleport. A message will appear when the command has been issued to accept it. If group is overt the shuttle will go to the closest aligned city to keep overt status.
Skill mods: Group Terrain Negotiation +10, Group Burst Run +10
Vehicular Control: +5
Therascalking3 wrote:
The truth is that they dont pack professions full of a million things per box.
Therascalking3 wrote:
truthfully not that many people were cool with the role designation idea. Many people should be able to assist the group in different ways based on their profession and the only real role should be leader for the SL. obviously if you have a ranger he can scout for you but what if you dont? who do you make the formal scout? and if so does that mean that other soldiers cant assist the group by looking for mobs to hunt. While role designation would maybe make the "squad" a little more formal it can easily be done just by telling each person what to do (which i do in my groups and in guild groups a lot of times) Fortifications is a larger topic that would require more attention by the devs simply for programming reasons alone. However fortifications would add a huge new element of immersiveness and tactics to PvP combat as well as provide bonuses to the PvE players.
Novice Squad Leader:
Skill: System Message - Ability that makes a system message appear on all group member screens with a beep. More user friendly so get rid of hex code and replace with /sys "Green" ......
Skill: Group waypoint: Ability for a Squad leader to assign a group waypoint (/groupwaypoint "xxxx xxxx") that will then show up as colored arrow like the POI wp.
Certification: Radio device: Crafted by Engineers (Artisan engineering 1-4) these can either be limited uses or run on battery power.
Skill Mods: Group Toughness +5: A new skill mod that gives a bonus to defense against indimidate, and blind
Skill Mods: Group Melee Defense +10, Group Ranged Defense +10
Mobility Tree
Mobility 1: Terrain Guidance and Formation
Skill: Group Formation - Group members form into column (/groupformcolumn), wedge (/groupformwedge) or line (/groupformline). When in formation group members will auto follow the Squad Leader. An icon will be displayed beside the names of members in formation. Whenever a member stops following the leader a system message will display to the Squad Leader saying they have left the formation.
Skill Mods: Group Terrain Negotiation +25: Skill mods that affect the terrain negotiation of group members.
Vehicle Speed +1: Skill mod that increases the speed of a vehicle.
Mobility 2: Squad Stamina
Skill: Charge: This command grants the entire group a small burst run and minor defense bonus but has a high cost for the squad leader.
Skill Mods: Group Burst Run +25: Skill mod that affects the burst run modifier of group members.
Vehicular Control: +5: Skill mod that affects the turning of a vehicle.
Mobility 3: Improved Stealth
Skill: Radio Silence: An ability used to conceal the group from enemies. When used it either starts to drain battery power from the Squad Leader's radio or costs 1 use on it. In PvP encounters this would be used to hide Overts from radar completely. Radio silence lasts for 5 minutes or broken when a group member enters combat.
Skill mods: Group Terrain Negotiation +25,
Vehicular Speed +1
Mobility 4: Landing Zone (Field Commander)
Skill: Deploy LZ: Ability that places a temporary shuttle onto the battlefield which uses battery power or 1 use from the radio. A squad leader has to /deploylz "desination", afterwards the squad has to go to a shuttleport. A special Landing Zone will appear in the window, when the squad leader selects it all group members in range are notified with a menu "You squad leader has issued a landing zone, do you wish to accept the travel costs? 1000". Group members will then shuttle to destination. This ability will also work for Platoon leaders near the SL.
Skill Mods: Group Burst Run +25
Vehicular Control: +5
Weapon Strategy Tree:
Weapon Strategy 1: Improved Aim and Speed
Skill: Steady Aim: This ability increases the chance for all party members to hit their targets on the next two attack rounds. The HAM cost of this ability costs less the bigger the group is. Use /setsteadyaimoff to turn off the yelling in spatial if the SL wishes too.
Skill Mods: Group ranged weapon speed +5: Skill mod which increases speed of all grouped ranged members. (Note this passive cannot go over the speed cap)
Group melee weapon speed +5: skill mod which increases speed of all grouped melee members. (Note this passive cannot go over the speed cap)
Weapon Strategy 2: Squad Weapons and Targetting
Skill: Designate Target: Ability which "paints" a colored icon over targets choosen by the Squad Leader. A Squad Leader uses these to coordinate attacks on "Primary" and "Secondary" threats to the group.
Skill Mods: Steady Aim Bonus +10: Skill mod which effects the effectiveness of Steady Aim. Adds another attack round to steady aim and increases the group AIM modifier.
Weapon cost reduction +5: Skill mod which reduces the HAM cost of melee and renged weapon specials.
Weapon Strategy 3: Unified Strike
Skill: Volley Fire: Squad Leader issues this command and all group members in combat will attack the target. Group members will continue to attack this target unless they change it. This attack causes all members to hit the same random HAM pool. The bigger the group the less HAM it costs a Squad Leader. Note that this is only a ranged weapon special attack, melee are not effected by Volley Fire.
Skill Mods: Group ranged weapon speed +5 Group melee weapon speed +5
Weapon Strategy 4: Precision Striking (Battlefield Specialist)
Skill: Artillery Barrage: This ability will require the radio to use. When the SL uses this ability the overhead map will display with a 32m radius. Once the Squad Leader has selected the targetted area, a system message will display to all group members, "Warning, artillery strike immident!!". Borders will display around the blast radius (much like how housing works when first deployed). All group members have one minute to leave the blast range. Artillery strikes cause blast damage, the bigger the group, the more damage is used. To balance this devastating ability it will be on a 60 minute timer and if the Squad Leader is incapped or killed before strike timer reaches 0, the strike is wasted.
Skill Mods: Volley Fire Bonus +10: Skill mod which increases the damage effectiveness of Volley Fire. Every +10 adds 1x multiplier on the normal attacks.
Weapon cost reduction +10
Leadership Tree:
A squad leader must gain Leadership Experience that will be used to go up this skill tree. Leadership should be considerable less then the Squad Leading XP, along the lines of how combat XP works. Perhaps this XP is calculated using your Squad Leader specials x total damage output / number of group members. (Note this is a suggestion since most Elite Combat Professions require 2 types of XP). If this is not possible then use regular SL XP.
Leadership 1: Enforced Discipline
Skill: Form Up: This ability is used to clear the stunned and dizzy state of all group members. The bigger the group, the more HAM costs for a squad leader. When the squad leader reaches master level, Form Up will also clear Intimidate
Skill Mod: Group Toughness +10 Group Melee Defense +5
Leadership 2: Command Directives
Skill Mod: Group Melee Defense +5
Leadership +10: Skill mod affecting some squad leader specials. A squad leader with a high leadership will have reduced HAM costs and/or fail rates.
Leadership 3: Battlefield Authority
Skill: Rally: An ability which improves the combat defense and accuracy of the group. The more leadership a squad leader has, the better chance of a successful rally. With +40 Leadership, group members are able to heal, harvest and loot when rallied.
Skill Mods: Group Melee Defense +5 Leadership +10
Leadership 4: Heightened Confidence (Commissar)
Skill: Boost Morale: This powerful ability allows the Squad Leader to boost the morale of their troopers. This will increase the squad's defense against chemical and disease attacks and Knockdown. The more leadership a Squad Leader has the higher the defense and increased chance of successfully attemping to Boost Morale. The larger the group the higher the HAM costs for the Squad Leader. Boost Morale lasts for 2 minutes.
Skill Mods: Group Melee Defense +5 Group Toughness +10 Leadership +10
Tactics Tree:
Tactics 1: Front Line Support
Skill: Cover Fire: An ability used to help melee fighters get into attack range. Acts as a crowd control multi target shot for ranged fighters which will cause a posture change.
Skill Mods: Group Ranged Defense +5
Group Melee Damage +10 Skill mod which increases the percentage of damage done by melee weapons.
Tactics 2: Defensive Stance
Skill: Defensive Stance: Squad Leader may issue this command (/startdefensive) which will cause all melee fighters to go into Defensive Stance. An icon will display beside all who are currently in the stance. While in this stance it increases the defense but will lower offensive power. Other commands maybe issued but fighters who are currently in a stance will not benefit from it. To end the stance a Squad Leader must issue the (/stopDefensive) command.
Skill Mods: Group Ranged Defense +5
Tactics 3: Battlefield Communication
Skill: Assign Platoon: Ability that would require the Radio to operate. Any Squad Leader with Tactics 3 can issue the /assignplatoon "name" to group leaders. When issued a box will tell the group leader if he/she wishes to join the platoon. When accepted a special chat channel is created which will allow up to 6. A platoon must be created by a Squad Leader but group members invited are not required to be Squad Leaders. Using this new channel, the platoon will be able to coordinate attack patterns effectively.
Skill Mods: Grouped Ranged Defense +5
Group Ranged Damage +10 - Skill mod which increases the percentage of damage done by ranged weapons.
Tactic 4: Offensive Stance (Tactician)
Skill: Offensive Stance: Squad Leader may issue this command (/startoffensive) which will cause all ranged fighters to go into Offensive Stance. An icon will display beside all who are currently in the stance. While in this stance it lowers the defense but will increase offensive power. Other commands maybe issued but fighters who are currently in a stance will not benefit from it. To end the stance a Squad Leader must issue the (/stopOffensive) command.
Skill Mods: Group Ranged Defense +5
Master Squad Leader: (Command General)
Skill: Shuttle Recall: An ability which requires which requires a radio, allowed once per hour. When encounters become overwhelming a Squad Leader may issue the /evac
command which shuttles the group to the nearest shuttleport. A message will appear when the command has been issued to accept it. If group is overt the shuttle will go to the closest aligned city to keep overt status.
Skill: Concentrated Strike: Using the experienced gained on the battlefield, a Master Squad Leader is able to focus all ranged firepower on a weak spot of the target. This ability causes all ranged fighters to attack (including specials) the weakest HAM pool of the Squad Leader's target. After the strike, all members resume their orignal targets. This move can often destroy a target so it can only be used once every 5 minutes. The bigger the group the more HAM it costs the Squad Leader.
Skill Mods: Group Terrain Negotiation +10 Group Burst Run +10 Group Melee Defense +15 Group Ranged Defense +15 Group Toughness +15 Leadership +10 Weapon Cost Reduction +10
Squad Leaders and the Galactic Civil War ideas:
Novice Squad Leader: Grants a 5% bonus to faction points when leading a group.
Base Takedown: Requires Leadership 4 (I don't like the idea of Novice Squad Leader able to take out bases, the requirements have to be increased)
Tactics 4: Grants a 15% bonus to faction points when leading a group.
Ability to deploy different types of fortifacations ranging from sandbags, bunkers to Command Center (MSL)
These fortifactions would have different bonuses to them some could even create a faction mission terminal
Master Squad Leader: Grants a 25% bonus to faction points when leading a group.
Ability to /grantovert or /grantcovert status to group members. Squad Leader must be overt for at least 5 minutes.
Access to special group GCW missions which would require teamwork and very high difficulty (Rescue missions, Weapon Depot destroy missions)
Ability to request reinforcements with the Radio, these NPCS would be uncontrollable, just added firepower.
Ability to Radio for orbital bombardment (required to be purchased from a recruiter).
Well there ya have it, now i'm going to sleep.