Squad Leader Archive
Thread: Squad Leader and the World of Tomorrow: Issues and Ideas
Giftmacher
Mon Feb 07, 2005 5:43 am
#66
Hello Irott,
Long time no see 
Been looking as SL pages on and off, cause while I'm not a SL I do rather like the idea of one in group tactics so I hope you don't mind if I put an idea up for grabs. (And forgive me if this has been covered before but I've not read many posts mentioning this).
It's basically a variation on conceal: smoke grenades and flashbangs. Why give them to SL rather than say commando etc? Well I think both require good tactical coordination to use effectively, and as such should be the province of SL's.
Where do I think they'd come in useful:
Supressive/covering fire, as other people have mentioned, I think it would be rather handy if SL's could designate a target for some of the group to pound into the dirt while the melee professions charge in. Out in the open smoke grenades could add a to hit penalty to people trying to pick the melee charge off. *This would mean supressive fire would still work in PvP, where the enemy might switch targets anticipating the charge thus taking the edge of off the efectiveness of the tactic.
Dungeoneering-It's a bit difficult to coordinate where people are running to, even in the best groups (particually large ones)a certain amount of lag and responce time will stagger people's arrival in a room of hostiles. Why not have the SL throw in a Flash bang (or EMP equivalent for droids) to stun/blind (but not damage) the mobs for a few seconds? That little bit of breathing space before the firefight would help keep groups together for longer in very high level areas such as the DWB.
Just a thought...
Gift.
SnipingRodian
Mon Feb 14, 2005 10:32 am
#67
Just a few things I would like to see in the near future of this Proffession,
1.Multi-Player Vehicles
a-We need the ability to have more then one person ride together in vehicles that have good Terrain Mods and
Actual Armor bonues. These could either be crafted by the SL or have the SL make the schem and
giveitto a Master Artisan.eg-Novice SL=Jeep ( 1 Passenger, 1 gunner)will explain guns and gunner later,
Then in mobility tree add more vehicles and mods to vehicular control and vehicular terrain negotation all the
way up Master SL which has the fastest vehicles and highest terrain skill, (Maybean apc? 5 passengers, 2
gunners) This would make it a little more challenging to take on a Strong group with a master SL.
2.BFG (BIG FRIKKIN GUNS)
a-Yes Big Frikkin Guns, we need to be able to craft these or make the schem's and give em to a Master
Weaponsmith. This would give us more firepower and once again a stronger force to reckon with. Maybe
use the same format as the ones on the Player Controled Turrets in the Factional Bases. This idea needs a
lot of work so feel free to contribute.
3.Strongholds, Bunkers, Barricades, Base Defences, and Platforms
A)Strongholds
a-These will be the higherfortitudes with optional turrets and good HAM. These will require lots of
resources and a Master Architect to construct. What I mean by optional turrets will be explained later
B)Bunkers
a-These would be available mid-Proffesion maybe have it in the second and third tier. These would be more
for defence then offence with maybe 1 optional turret, medium HAM, and no offencive mods and would
require an architect with Installations IV to create.
C)Barricades
a-These would be novice barricades offering little ranged defence andno melee defence.Craftable by a
Novice Architect (after being given the schem made by the SL just like every other crafted item mentioned)
They would have Low Ham and small protection
D)Base Deffences
a-These would be different depending on the level of the SL and the skill of the Weaponsmith which uses
the schem. Any level of Weaponsmith can craft (depends on quality of weaponsmith) CANNOT
BE SLICED! After being crafted they can be put into optional slots during crafting stageon the above
listed barricades etc. and also the higher end camps of Rangers
E)Platforms
a-These would offer no defence but give those with ranged weapons additional mods to accuracy, range,
and damage. Constructued by a Master Artisan these will probaly be only usable in large scale
pre-determined battles
WOO, lots of typing but thats about all I can think of might have more later
Devs Enjoy!
EDITED FEBRUARY 15
Look at this, thought of more
Maybe the ability to call in a Temporary Shuttle would be kinda cool, kinda like a EVAC unit? Get free transport to any city with another Shuttleport/Starport. Make this usable every 1-2 hours. Also a command that increases everyone elses econdary stats and a cost to you of 5 wound to each stat for ever member.
MORE TO COME IN NEXT SEQUEL OF REALLY COOL THINGS THAT PROBABLY WON'T HAPPEN!
Message Edited by SnipingRodian on 02-15-2005 09:40 PM
_badcompany
Tue Feb 15, 2005 5:25 am
#68
Don't know if this has been said yet, but ive recently mastered SL, im quite disappointed with boost morale. At first i thought "wooh you can spread the damage around" and figured at such a high SP cost for the profession that this indeed would be the case. I think it would make for more lively pvp/pve and more social integration/less solo play. It would also call for the assasination of all SL's, but, isn't that what it's like in the real world?
MailekEOC
Tue Feb 15, 2005 9:42 pm
#69
Another skill:
Cover fire - The SL fires an attack which does little to no damage but creates an attack posture down and the enemy has reduced weapon speed for 10 seconds. This would be in a cone and on a 1-2 minute cooldown.
Cover fire - The SL fires an attack which does little to no damage but creates an attack posture down and the enemy has reduced weapon speed for 10 seconds. This would be in a cone and on a 1-2 minute cooldown.
Message Edited by MailekEOC on 02-15-2005 11:45 PM
MailekEOC
Tue Feb 15, 2005 9:44 pm
#70
_badcompany wrote:Don't know if this has been said yet, but ive recently mastered SL, im quite disappointed with boost morale. At first i thought "wooh you can spread the damage around" and figured at such a high SP cost for the profession that this indeed would be the case. I think it would make for more lively pvp/pve and more social integration/less solo play. It would also call for the assasination of all SL's, but, isn't that what it's like in the real world?
Boost Morale needs to change to either spreading the damage and not wounds or a small power boost to focus and willpower.
MadeEvil
Sun Feb 20, 2005 1:44 am
#72
I would love to see SL's able to fly shuttle's in JTL load up a 20 person group in a shuttle and then fly to x planet Enter location on the Planet and have the shuttle land their the animation is already in teh game for lambo shuttles and such to land. Just put a Termial on the shuttle for when you want to take off. THis would give SL's a great way to send in reiforcements to a battle.
Just have it the shuttle like a structure it takes up a certain space so if you two shuttles try to land at the same wp it will tell them that there si no room to land their. etc...
Just have it the shuttle like a structure it takes up a certain space so if you two shuttles try to land at the same wp it will tell them that there si no room to land their. etc...
smallspider
Sun Mar 20, 2005 6:54 am
#73
Some issues i've noticed when jedi is in group under Squad Leader:
1- Retreat seems to hamper their force run making them slower... would like to see that fixed.
2- Rally is preventing them from force meditating, maybe this is how its designed... but how about an option for players to auto decline
SquadLeadersenhances.
LexxYovel
Sun Mar 20, 2005 8:18 am
#74
Ideas for SL:
-Their own weapon such as an E-Web.
-Their own troop carrier skiff with a weapon. Maybe if the weapon becomes a problem, just make it so you have to go to a full stop to use it.
-The ability to use ranger camps.
-The ability to force people into a certain formation.
-The ability to use more faction pets and regular pets and droids. However, hopefully this is somthing that could benefit people wanting to go higher in rank.
-We should be able to use any SL commands we want for somone in the group. For example, if a Rebel is in my group and I'm Imperial, I should still be able to use certain commands.
Ackehece
Sun Mar 20, 2005 8:18 am
#75
smallspider wrote:
Some issues i've noticed when jedi is in group under Squad Leader:
1- Retreat seems to hamper their force run making them slower... would like to see that fixed.
2- Rally is preventing them from force meditating, maybe this is how its designed... but how about an option for players to auto decline
SquadLeadersenhances.
A squad leader is a squad leader - you don't say no to your sgt!
Rally will prevent meditate by design, it also prevents rezzing, harvesting and many other abilities as well. It wears off so why worry 30 secs either way is not that long.
You also appear to be confusedabout Retreat as well - It does not makeJedi slower but it does do this - they stack. The problem is in the burst run and force run timers. A jedi gets their force run for however long, like 3 mins or something. That timer has to run out before they can force run again. The /retreat will stack with the force run, but when its timer runs out it slows the jedi down to normal again, making them wait the 3 mins or whatever to force run again. The burst run/force run timer system has been broken since launch.
so if you were FR3'ng you would speed up even more (SO you are faster!) . But when the retreated ended in 30 or soseconds you would also find your FR3 ended.
I also noticed you putthis is another thread:
i believe its....
force run 1 = retreat
force run 2
force run 3
it is probablysomething more like this:
force run 1 force run 1force run 1
retreat force run 2 force run 2 / retreat
force run 2 retreat
force run 3 force run 3force run 3
it is hard to tell where to place the retreat in relation to fr2 as lag issues effect the testbut it most definitely is faster then FR1
if you are group with a SL your max speed would be but you would have a timing issue.
fr1 + retreat
fr2 + retreat
and even
fr3 + retreat
and as N'jessi put it
"I told the jedi that *I* didn't have force run, and I quite liked retreat, and that he could disband if he wanted to use forcerun instead of retreat."
Message Edited by Ackehece on 03-20-2005 08:19 AM
Loki_Ashaman
Sun Mar 20, 2005 9:41 am
#76
smallspider wrote:
Some issues i've noticed when jedi is in group under Squad Leader:
1- Retreat seems to hamper their force run making them slower... would like to see that fixed.
2- Rally is preventing them from force meditating, maybe this is how its designed... but how about an option for players to auto decline
SquadLeadersenhances.
2. Ok, but only if the SL gets a message: "Jedi-Bob has disobied your orders, kick from group?" followed by a nice BIG yes button and a small no button.
irott
Sun Mar 20, 2005 10:49 pm
#77
Ideas for SL:
-Their own weapon such as an E-Web.
Working on the E-Web.
-Their own troop carrier skiff with a weapon. Maybe if the weapon becomes a problem, just make it so you have to go to a full stop to use it.
We have to get at least 2 person vehicles working first.
-The ability to use ranger camps.
Those are for the rangers.
-The ability to force people into a certain formation.
Not a chance.
-The ability to use more faction pets and regular pets and droids. However, hopefully this is somthing that could benefit people wanting to go higher in rank.
It is not for us. Like you said... maybe for higher ranks.
-We should be able to use any SL commands we want for somone in the group. For example, if a Rebel is in my group and I'm Imperial, I should still be able to use certain commands.
No.. thats why there is the "On leave" system.
smallspider
Mon Mar 21, 2005 6:15 pm
#78
Not sure if this is as designed but why won't the sl command register in combat queue and more importantly why won't they clear when i press clear?