Squad Leader Archive
Thread: map out for revamped skill trees
Therascalking3 wrote:
OK guys i have been reading everyones ideas and i want to put together a little map out of a tree for revamp that i want people to consider. This map out has no NPC stuff as that will not be in and it does not have a branch dedicated to an SL weapon as a lot of people said they dont want it because most SL's rely on some other form of combat profession. so here we go:
Novice Box:
-sysgroup (change sysgroup to a more noticeable form of communication that does get thrown out quickly because of other system messages)
Mine gives the sl the ability to set the color of his message.
1st branch- Mobility
box1- first set of bonuses for terrain negotiation and burst run efficiency (same as now)
box2- evac idea (a once per hour sudden evacuation from a spot to the nearest city with a shuttleport requires an that a member consent before they are taken.)
box3- second set of bonuses to terrain negotiation and burst run efficiency
box4- shuttle camp/reinforcements idea (the squad leader can set up two location where a shuttle can move in between. If that is too much than at least a temporary shuttle dropzone where another group whose leader is acknowleged by the squad leader can fly to from a standard shuttleport)
Sounds cool in theory, but too prone to exploits and issue like players spawning inside bases and such
2nd branch- Squad Combat
box1- bonuses to melee defense and ranged defense
box2- steadyaim (because it makes sense from the ranged support tree)
box3- bonuses to melee attack and ranged attack
box4- HAM targeter (Allows the squad leader to designate a target and pool that the troops will attack. To keep in line with combat rebalance it will be either the action or health pool however it will negate the use of specials during the attack because that would unfairly eliminate anyone with one attack)
Decent, but no real fix here
3rd branch- Leadership
box1- The beloved formup
box2- bonuses to resistance of intimidation and other states
box3- retreat or charge (depending on what the community wants. retreat would work as it does now. Charge would be for running into battle so it would not be as painful on cost or the SL would fall, but as a penalty the SL would be prevented from attack for a short amount of time. So it would be best to stand back and give the order before moving in yourself.)
box4- resistance bonuses to more crucial things like poison/disease (this idea has been floating around the forums for awhile and i think it belongs here at the highest leadrship level)
Very good, similar to my tree. I opt for charge and retreat. Retreat would last longer at a cost of def bonuses.
4th branch- Fortifications
box1- trenches (visible trenches that require some materials like bone to hold up the dirt. They will provide only small defense bonuses to dodging because they are harder to hit. )
box2- bunkers (visible bunker that group members can go into. The troops inside will be able to be attacked. The bunker will provide bonuses to dodge plus defense)
box3- small forts (larger than bunker bases that provide bonuses to defense and attack but no longer to dodge)
box4- large forts (bigger, cooler looking, with better defenses)
Very few ways i could see using fortifications, the only time i would use something like this would be defendign a faction base, which already has fortifications of its own.
(bunkers, and forts will require metals and other stronger materials than hides and bone. forts will not provide entertainer healing and maybe only large forts would provide a small healing boost to doctors.)
Master Box-
-small but noticeable bonuses to all other bonuses the SL gives unless they become too high and unfair
Very Vague
-and different color group waypoint that appears in the waypoints monitor
This may be the fropnt of a good idea, give the SL(in my SL vision) the ability to set diff color wps.
-strongholds (even bigger than forts these will be almost like faction bases. Ability to place small turrets at the cost of money, SL xp, or materialsand the base will provide attack, defense, and healing bonuses)
Ok thats it. I think this is a summation of all of the most accepted ideas in the forums and the branches flow nicely i believe. I think if this is what SLs became it would add a huge new crucial element to pvp and would really make for some unbelievable battles and good times. The bonuses also would help in PvE for our non-pvpers and they are not faction based so neutrals will not be left out. Please dont flame this as i want it to be a constructive thread that will help speed up the process. Constructive criticism is welcome and appreciated.
Also for out creative people i left out titles because i wanted to see what titles for the 4 branches you guys think fit. My only request is that Field Commander goes somewhere because it sounds cool.
Therascalking3 wrote:
make steady aim last longer
2 ideas for volleyfire: (not purely my own ideas)
All ranged members of group switch target and attack immediately including specials. Target switch is permanent.
All ranged members of group attack a single target including specials at a random HAM pool for each person. This makes the chance of a person getting slaughtered good but not 100%.
I think the major discussion is whether or not to use the HAM pool idea and whether the target switch should be permanent or not, obviously it must include specials in the change.
The first idea was rejected when the Devs first suggested it. The argument was that we don't want to control other people that directly.
There are two different ways I would go with /volleyfire (prehaps two different skills?).
1) Squad members fire a single, non special, out of que shot at a specified pool on their target. A more powerfull version of this would be for it to include specials, but be in the combat que, or for even more powerfull, have it have a duration.
2) Squad members get, say, a 15% damage increase on there next shot. This would have to be on a, say, five second timer to prevent spamming.
-ob
Message Edited by ob194 on 09-05-2004 11:45 PM
MailekEOC wrote:
Here is a new design that I have started on a revamp idea. This is just the mobility and novice box so far though. I have based the way its designed by looking at other professions, most have a certification in the novice box and like rifleman has 6 things just in novice, with a new skill and mods going up the first box so check this out:
I have added in a small bonus to vehicle since we all know it is a mod already as of Publish 9 and this would benefit those who do wish to take on any force sensitive quests. These are smaller then the force skills and all the devs would have to do is cap it
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 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
I like the post, but, as I am not you, there are some things that I would change. ![]()
First, I like my aliases, and I don't want to get rid of them. ![]()
Second, under mobility 1, you put in formations. This was origionally suggested by the devs and, like their suggested /volleyfire change, was shot down by the argument that it was too much "control" and not enough "lead".
Third, Charge. I love the idea, but instead of having it give defence bonus, what if it gave offense bonus, a little negitive defence, (it is a charge) and not-so-major cost to the SL?
Fourth, I love Radio Silence, but I don't know if the Devs would be to hot on that idea. I think they should be, but, if I know them, they won't. (but it would be great if I was wrong.
)
MailekEOC wrote:
Steady Aim: Yes it would require the team to work more effectively to land these properly, but thats the whole point of using tactics in the game, effective communication can do this. When i'm in a war with turrets i'll tell all commandos to ready their Rocket Launchers and fire on my command, then hit Steady Aim.
OOOOOOOOO, I like the sound of that! ![]()
The formations thing sounds good too. ![]()
Again, on the radio silence thing, I think it's a great idea, but I wouldn't get my hopes up.