Squad Leader Archive

Thread: map out for revamped skill trees

MailekEOC
Sat Aug 07, 2004 1:49 pm
#53

I wouldn't wanna waste an entire tree dedicated to fortifactions. Sure they could be useful but then look at who uses camps anymore?


We need to have like a vote or something on this and see about how the devs feel about this sort of thing. I like the idea of some forts though but I think we could use up that space on something more worth while.



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


Strudle
Wed Aug 18, 2004 12:06 am
#54






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.












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Therascalking3
Wed Aug 18, 2004 12:12 am
#55

yeah just to let you know thoughout the rest of the thread my trees were altered as well when we started discussing exploits. Also Maliek had some cool ideas about a radio and radar coverage.



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
MailekEOC
Thu Aug 19, 2004 3:02 pm
#56

I have changed a few of the abilities again do to balancing and the new area and disease cures released.


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) 3 Random HAM Pools of the Squad Leader's target (It does have the chance to target all firepower into one HAM bar). After the strike, all members resume their orignal targets. This move can often destroy a target so it can only be used once every 10 minutes. The bigger the group the more HAM it costs the Squad Leader.


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 all state effects.All group members ability bars in the new HAM system will regen at afaster rate whileunder boost morale. 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.


Radio has been changed to Comlink as seen in this link:


http://www.starwars.com/databank/technology/comlink/?id=eu


/salute



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


MailekEOC
Tue Aug 24, 2004 5:59 pm
#57

Glad you like the improved boost morale idea, now is there anyway you could think of a way to improve the volleyfire and steady aim commands?



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


Therascalking3
Wed Aug 25, 2004 7:03 am
#58

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.



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
MailekEOC
Sat Sep 04, 2004 1:29 pm
#59

Just wanna add in a few things to this:


Com Link: Crafted at Artisan Engineering 4 (Engineer), this is what a SL uses for some of his special abilities. Everytime it is used it will drain its power (depending on the level of the abliity). The SL will have to recharge it when it runs low. If power reaches 0%, the Com Link's lifespan will decrease on the next recharge (similiar to how vitality works). Of course when the Com Link dies they will have to purchase a new one from an Engineer. Engineers can experiment on the Comlink to increase its lifespan and how it uses the battery power.


Power Cell: Also crafted at Artisan Engineering 4, this is what fuels the Com Link. Engineers can experiment to increase overall amount of Power Cell packs and the effectiveness.


Ability: TransmitLOC:Granted at Novice SL with the Com Link Certification, this skill allows the Squad Leader to transmit his location to friendly units. The SL must have his Com Link equipped and it will drain a small percentage of the battery life. This will utilize the SL's friend list by sending out a waypoint and email to friends currently online:


IE: Squad Leader (Name) is requesting assistance at location (xxxx yyyy), need backup ASAP!!


If the Squad Leader is factioned, this will only send out emails to factioned aligned friends. Perhaps have it so the SL could set its frequency to Planet or Galaxy wide.


I have read the boards and In Concept and noticed many of you wanted an ability to register battle, well what do you think of this idea? Pretty much blending in two ideas into one, using the radio to do this, plus this also will help out Artisans a bit cause of power cells.


Fellow Squad Leaders, please comment on these suggestions.


/salute



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


MailekEOC
Sun Sep 05, 2004 10:04 pm
#60

Thought of another use to steady aim. As well as increase the bonus to accuracy steady aim should help an SLs group member land "critical attacks" on their targets. For instance, say the SL issues a steady aim command, group members on the next couple of attack rounds have an increased chance of successfully landing a knockdown, bleedor state effect.



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


ob194
Sun Sep 05, 2004 11:38 pm
#61

I like that idea, but it would be really hard to time that with your team.


If it was what you said, plusit lasted five seconds (maybe with five seconds or so before you could use it again), that would be great.



-ob
ob194
Sun Sep 05, 2004 11:44 pm
#62






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



-ob
ob194
Sun Sep 05, 2004 11:56 pm
#63






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. )




-ob
MailekEOC
Mon Sep 06, 2004 2:30 pm
#64

In your answers to:


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.


Formations: I do remember the devs talk about formations and it being shot down by a majority of the community. Well basically you can set it up so that it will encourage players to join in a formation by having special benefits , examples maybe.


Wedge Formation: While in this formation all group members gain a bonus to counterattack.


Column Formation: While in this formation all group members gain bonuses to Blind and Dizzy.


Players are free to break apart if they like, they just won't get those offense or defense bonuses while in a formation.


Radio Silence: What could be done is just make your red dot disappear from the enemy radar completely, you wouldn't even show up as a blue dot. But if the enemy were to get a visual of you and your squad , you would all show up as blue but could be attackable. Pretty much this would be good for sneak attacks or to vanish but not to make it as a new version of GTEF.


Charge: Actually I do agree with having it be an offensive skill, so maybe it could be set up like this:


Increases accuracy while moving but lowers defense against State Effects. Charge could last for 15-30 seconds and on a 1 minute timer. HAM costs could be adjusted, depending on how the new HAM system works.


All I have to say is we still have a lot of the veterans from way back on these boards with hope that this profession will turn into something we all will enjoy, By brainstorming like this we shall make this dream realized.





Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


ob194
Mon Sep 06, 2004 3:02 pm
#65






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.




And I have personal garentees that this class will be awsome after the revamp.





-ob
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