Squad Leader Archive
Thread: If the Devs fixed or revamped SL, what would they need to fix or add?
Loki_Ashaman wrote:
Hmm, what if SL's XP requirements worked like BH where each line requires something different? An SL would require Pistols, Carbines, Rifles, and Combat XP. Less work for the devs then a general weapon xp.
CeeSi wrote:
MailekEOC wrote:
Here is how you fix squad leader to be the profession it should have been:
Change the XP requirements:Have it require a general weapon xp + combat xp
That I could handle and it would make sense as Talley is wearing CorSec gloves and boots. But don't let the BH's hear you say that. They might call in a favor. But if it was a vote, then yes, I'd vote for it.
Message Edited by MikDiBoken on 08-26-2005 01:54 PM
end of a long day so i may be delrious but this just popped into my mind.
Instead of having set group bonuses take a total number of bonus point and divide them between the diffrent areas such as accuacy defence ext. Now at diffrent skill boxes up diffent trees You get "formations". At novice you get standard formation which equally divides the bonus between all of the possible stats. Higher up you may get assault which shift the bonus to favordamage dealing statsforgoing some defence. You could have "firing line" which could increas weapon speed and accuracy with some ranged deffence and almost zero melee defence. I can think of sevral other possibilities but this should get the idea across.
These would beour passivebuffs and you would toggle between them as the situation dictates. Probably have a significant windup on switching to a new formation, to simulate getting the orders out and getting everyone where they need to be.
at master the pool of point the formations draw from should increase to 1.5 or 2 times what you get at novice.
Ill read this again in the morning after coffee and make sure it makes sense ![]()
gonna go home and get Master squad leader now.