Squad Leader Archive

Thread: Official: Your Comments on the New Abilities

PanzerGR
Tue Aug 26, 2003 3:38 pm
#79

also....


as far as i understand it these new abilities are to be ADDED TO...not REPLACING...the commands we already have.



my point is this:


they make the current abilities better


throw in some more good ones liek Smoke em if you got em, the def./off. stances (which if used properly will be good)


and then you have the commands like cease fire etc


yuve got somehting for everything



you DONT HAVE TO USE the commands that FORCE peopel to do things. Just use them when you HAVE to as a LAST RESORT. There WILL be instances, i gurantee it, where a SL willw ant a command or two liek this. If you have a well trained group (like mos tof my PA is..still a few new guys getting used to it), then you wont need to use them


but they are there if you need them.



only one i dont liek is the follow me. I hate autofollow, i think its the worst thing for groups....when im moving thru the jungle i want people in an organized manner as close to me as possible....not spread out over 120 meters



i also would liek to see a HOLD FAST/LAST STAND command- double defenses, increase AR by 1, but you cant move except for posture change for liek a minute while the effect takes place.





"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

PanzerGR
Tue Aug 26, 2003 3:41 pm
#80

sysgroup blows


honestly it does


you have to type out the entire /sysgroup command just to start a sentence i can hit soemhting much shorter for groupchat or spatial....just click the tab and have all my chat default to that channel


my groups are good enough to know im the leader and to pay attentionw hen i say somehting, whetehr it son sysgroup or not



honestly..i rarely use sysgroup, just not worth using


PLUS: sysgroup is just another chat to most people...and peopel who are disregardign your comments anyway, disregard it as well.





"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

Aden_Nak
Tue Aug 26, 2003 3:50 pm
#81

But that is my point. If people are disregarding my commands, they are hurting my Squad and have no place in it. I punt them out. But I rarely have to ever do that, or even threaten to do that. /sysgroup (or the shortened command /sys) is just a quick way to give people information and tactics. If, as you say yourself, the "forced" commands are a last resort, basicaly we have been given an entire subset of commands for babysitting annoying players.

**** that.

I'm not doing that. They have no part in my games or in my groups. Basically they are adding skills that are only useful if your soldiers are idiots to skills that don't work no matter what.

I would still honestly be a better Squad Leader as a Ranger. Or a Combat Medic.



Esparta Crane
Ace Alliance Pilot


(X)==\__/==(X)

Y-Wings Are Old School

TychusTM
Tue Aug 26, 2003 3:54 pm
#82






PanzerGR wrote:

as far as i understand it these new abilities are to be ADDED TO...not REPLACING...the commands we already have.



Unfortunately, we don't have any concrete evidence upon which to base your assumption. Which is part of the problem - the issues we submitted to the devs weren't answered; we just got a list of new ideas.





PanzerGR wrote:

you DONT HAVE TO USE the commands that FORCE peopel to do things. Just use them when you HAVE to as a LAST RESORT. There WILL be instances, i gurantee it, where a SL willw ant a command or two liek this. If you have a well trained group (like mos tof my PA is..still a few new guys getting used to it), then you wont need to use them


but they are there if you need them.






That's true, I don't have to use them. I could also become a commando and never use heavy weapons, but why spend skill points on something I'll never use?


As for your comments about leadership and discipline, you're just making my point for me. We already have the tools to effectively inspire and discipline our groups - it is neither necessary, appropriate, or "realistic" to turn other players into pets to achieve this.

DiLune
Tue Aug 26, 2003 4:03 pm
#83

First of all.../sys works instead of /sysmessage. Second of all, I have been a Squad Leader since the second week after release, and am a Master Squad Leader. I may not be the definitive source, but I've been there done that since Beta. Third, I hate /sys and have said so many times before. For me to tell you that you can accomplish what you want with all the group controls with that is an implication that you can do all the group functions you want us to without being SL because /sys is worthless. All Caps spatial or group speak gets peoples attention far better than /sys.


We can wax philosophical all we want about historical military situations and manuals. However, this is not the military, this is a game played and paid for by human civilians. Having someone control their characters is not why they signed up.


If I changed a group target I would lose crowd control as well as messing up some poeple I may have requested monitor other agros that may ADD. I often assign medics to certain portions of the squad "Healer A you take XYZ, Healer B you look after UVW." /groupheal will end up changing the targets they were monitoring. I could go on and on about how this may be nice if I were a two week newb with two week newbs, but when you get to master you don't need any of this crap they've proposed. This is not an upgrade its an appeasement. The only things worth the spit on the ground are the movement buff (however its supposed to work..burst run?) and the stances which I would put everyone into for the damage bonus (defenses don't work in this game, no reason to believe they will start now.)

Shuyunh
Tue Aug 26, 2003 4:45 pm
#84

Read Dev's resonse to TK's


6) Stances - The addition of stances to effect combat. Aggressive, Passive, and Balanced would be three examples.


We tried very hard to get these going with beta. It didn't work out to our satisfaction so it was dropped.


http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=6613


Not sure how it will now work for entire groups when they can't seem to get it to work for the TK class alone. If it was a TK skill, I would like it. I just want to be the one in control of which stance I am in.




Duncaen Starstriker
Zabrak TKA/SL
"I'd rather get killed then Puppeteered!"
Toxotes
Tue Aug 26, 2003 5:53 pm
#85

For the record, I do think that they should make Group Defense mods to work, and that we need group defense vs. status change bonuses and a non-camp bonus that helps mind.



________________________________________________
Lesko - Smuggler/Commando in training
Aden_Nak
Tue Aug 26, 2003 9:22 pm
#86



From the Star Wars Galaxies manual:
Squad Leader: A soldier whose very presence in a group provides benefits to all group members.




Old skills. New skills. Neither sound remotely like the Squad Leader described there.



Esparta Crane
Ace Alliance Pilot


(X)==\__/==(X)

Y-Wings Are Old School

Hydrotricithline
Tue Aug 26, 2003 9:34 pm
#87

Your forced march idea is a direct rip from ubisoft/wolfpack studio's mmorpg Shadowbane; and implimenting it as is would more than likley be a copyright infringement.



My thoughts;

Not yours.


-Tumblak Illumanaki-
"Spreading lies and misinformation since 04/15/2003..."
PanzerGR
Tue Aug 26, 2003 9:45 pm
#88

hydro



that would NEVER stand up.


forced march is on the manuals of dozens of militaries......did Shadowbane rip it from them?


the concept of forced march cant be claimed by anyone for crying out loud heh. Its a free roaming concept that has been around for generations and stretches across military useage aroudn the world, and numerous games. That type of a maneuver is on MANY games.


if i say the words forced march is that copyright infringement too?


quit nitpicking with idiocy



change the name to "Double time or, quick step" and clal it good





"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

Aden_Nak
Tue Aug 26, 2003 10:02 pm
#89

Panzer and I may not agree on much, but I hardly think anyone is going to sue SOE/LA over "Forced March."

Droid Engineer, maybe. But that would be more of an "emotional trauma" thing.



Esparta Crane
Ace Alliance Pilot


(X)==\__/==(X)

Y-Wings Are Old School

Belce2
Tue Aug 26, 2003 10:44 pm
#90

I don't see them giving us many passive skills for groups. The skills we get will require squad leaders to be involved in the running of a group's fight. If we are not directing people toward a target what other things can we do and fit with squad leader?


The /cover command seems a good way to have someone select targets for the group and then have the squad leader insure people have that for their target. The squad leader is coordinating his group with the recon/puller and doing so based on their judgement. The squad leader isn't actually selecting the target, the pull is. Since the command can be given to an individual sub group, other sub groups will still have complete freedom of action rather than having an initial action put up. It is important to understand that squad leader directive for something like /cover and other target select commands is only an initial target and group individuals can deselect and pursue targets they personally feel the need to. Do any of these target select commands intiate combat for that person or does the person need to decide to fight? If it doesn't do that, then we are just indicating a priority target for the group.


Traditionally groups, large raids have an idividual assigned as main assist, you can't go wrong if you are attacking their target. The /cover command will allow us to assign main assist to some or all of our group on the fly. With each individual using a macro to assist one person, if a something that requires a response outside of that the time needed can be relatively long. I think that /cover will allow us to respond with flexibilty to threats more quickly than we could if our group used a single main assist.

TychusTM
Wed Aug 27, 2003 12:01 am
#91






RazorGaunt wrote:

[...]but SL is one of the best classes out thereso far that I can see.Its not the darling like CH or BH, but its sure not Droid Engineer or Pikeman.






/em chokes on laughter.


I feel for DEs, I really do, but at least they can make droids. What can a SL do? It's funny that the abilities we were least excited about 2 months ago - /sysgroup and the Mobility line - are the only ones of any use today.


As for pikemen - being one myself I know they need balancing like all combat professions, but they're far from broken.


The concept of Squad Leader is excellent. The execution is terrible.

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