Squad Leader Archive
Thread: A Master Squad Leader Camp type
MalTek wrote:
um any of you guys ever been on a battlefield before or read chapter 16 of the online manual? Artisan professions can use a /battlefieldstructure command that allows you to make several types of walls a storm trooper barracks and turrets... kinda what we are talking about here with a bunker just not usable every where.....
problem is no one uses battle fields cause they are bugged.
I wanna say that I really like this idea as well. What if it worked like this:The Fortification kit is an upgrade to ANY camp (not just Ranger camps, but scout camps as well, since we all have Scout on the road to SL) that gives defensive/offensive bonuses and allows the camp to remain for a time even after combat has been initiated. The ability for a squad leader to issue a "dig in, boys!" command would also be quite beneficial for use in Dungeons and interiors where camps are not an option. The "dig in" would also be a mobile fortification, not as powerful as afortified camp, but still of value on the battlefield.
And to the Ranger naysayers: Remember that the Ranger profession is a SOLO/Explore profession, where as Squad Leader is intended to be a group supporting position. A Ranger's wilderness survival and tracking abilities certainly can add value to any group, but as things currently stand, a Ranger is a better Squad Leader than Squad Leader!! Noone is here saying that Rangers base camps should be taken away, but it could be argued as such since Rangers are notoriously "loner" types. But again, lets not nerf already broken professions that need ADDITIONS not subtractions. I can begrudgingly accept that rangers get the big camps, but as a Hybrid profession, Squad Leaders should far and away be more powerful uh...leaders of squads. ![]()
More on bunkers.
1. The laser cannons will not do more damage than traditional ranged weapons. In addition they will not have specials. But, for example, I can put a trusty Entertainer ona gun and they can plug away at a target at will. This way Entertainers get some action and I can give them a reason to get out in the field and heal our minds up between fights.
2. Each bunker will take a decent amount of resourses and take a minute or so to set up. Squad Leaders had to get all that Survival XP in making and setting up camps in the Scout tree, no reason we can't take it to the next level for a combat situation.
3. Bunkers will NOT get the healing bonuses that Ranger camps do. Nor will they get crafting staitions. Bunkers are for COMBAT, not as an alternative for ranger camps.
4. Bunkers need to be small in size. Everyone that is in the bunker should receive additional defense, but walk outside the bunker andthat defense is gone. Sorry melee.
5. Bunkers can only be built in a group and faction pets can NOT use the cannons.
6.Each level in the Bunker/Fort tree yeilds additional defensebonus and adds a cannonso additional memberscan man them.
I believe allof these suggestions wouldpromote a "Group" effort and bring a dynamic that this game has been lacking. Get more people out in the field and into some action. It's a win win situation for everyone involved and most important, IT WOULD BE FUN!
Bash Darkmoon
#1. yes, yes, yes! As someone who's gotten so bored with his SL that he's taken up Entertainer on another server...and as that Entertainer, I enjoy going out occassionally with a hunting party for a change of scenery...and as that carry-on entertainer, I would be EVER SO grateful for something to do besides twiddle my thumbs and hope that my group gets lots of mind wounds for me to heal! ![]()
2. Do you want this to come in the form of a non slxp tree?? Maybe a new type of xp for Squad Support abilities? Since many people have already mastered Squad Leader, I guess that's not really an option, but instead just add this ability to one of the existing trees. Any suggestions on which one?
3. I agree, but perhaps high-level bunkers COULD include enough high level defense that the wounded and their healers might be able to go deep into them and avoid aggro (as long as someone is actively defending, of course)
4. Agreed. But melee fighters can throw grenades and their help in 0-range combat will definately be appreciated if the enemy gets too close for comfort. ![]()
5. Awww.. I thought my Bearded Jax was finally gonna have a purpose in life!!
roflmao.
6. Coooool.
everyone i have started a new thread for discussing fortifications here
http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=8197
please check it out and start posting comments and ideas
I think this is a great idea. It seems to me now that a SL doesn't have all THAT much to offer right now. Its a cool name and a cool idea, but, thats about it. They don't have any build capabilties at all, which, granted, the general idea of SL doesn't entail any of that. But they should have something to set them apart from other professions in a way.
I just started in it SL and I am looking forward to the Master. Can any of you tell me if it is really worth all the work involved in it?