Squad Leader Archive

Thread: Where's the 60 gunner

aazatgrabya
Sat Jan 31, 2004 6:14 pm
#105

Forgive and ignore my last post, I was rushing when posting it. Should be in the Artisan forum.
HEGEWIZARD
Mon Feb 09, 2004 2:39 am
#106

how about a special heavy weapon that speed or the weapon increases depending on how many people are in the group.


speed 10 for no one in the group


speed 1 for full group.


(p.s. make the weapon do deasent damage)




.





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kmood31
Fri Feb 20, 2004 12:25 pm
#107








I like the ideal of the SL gun doing little damage, but having a heavyarea based status affect, how about this, a mortar device that starts out doing one or two status attacks, (like aknockdown or a dizzy). As you advance up the tree the gun gets more and more attacks as well as having it's success rate improve. So by the time you hit master SL, your gun has a chance to hit for four or five different status attacks at around 75- 80 % chance of the mob's being affected. This would mean that the dabblers could get the gun, but only the serious SL's get the BFG's.
Thumb
Mon Feb 23, 2004 11:55 am
#108

Hey all I am new to the SL path and was reading this thread and found one underlying thing that does kinda of put me off a little bit, this is all geared towards a "shooty character" not that that is a bad thing but I am picking up SL to help with GCW and PVE for the groups that I run with and I am a TKM. I like the idea that has been posted about calling in an airstrike or artillery strike. This would allow me as a TKM/SL the opportunity to provide the squad that I am leading something in the way of support while not requiring me to actually take on the "shooty" role.


This would not take away from the other combat classes and stays more along the lines of a "support" role that all of the other "specials" that are given to the SL seem to represent. In the rl fireteams that I was a member oftheSL usually wasn't the best at everything butwas a "Jack-of-All ". He/Shelaid out fields of fire,directed fire of the squad, kept in touch with command, and when it got hairy was there in the **edit**.


Having a crafted radio (provided by the artisan professions)and field coordinate map (could be provided by scout/rangers) with the ability to call in different support fire types(smoke- AoE blind, Artillery-building destruction just for some examples) would give it the feel that I would be a leader.Once again thesecould only be used while youwhere the leader of thegroup.


Just a little rambling from someone who is just getting into the SL.







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blackgunz
Sun May 16, 2004 10:12 am
#109

Personaly, i think u guys should get a squad cannon, i think a e-web repeating would be the best, you would proably need1 master squad leader, and 2 master commandos to use it, no specials for it, and it would need a power source such as eg-power droid (i dont know if these are in game still, havent seen one on tempust for a while) or droid batterys, and i think the stats should be like



Speed 1.0


Damage 200-300


type energy


Heavy Armor Percing


Point blank -50


idea -45


max -50



So it still gives the feeling of a automatic weapon, but having extreamly low accurcy, and can't last too long on droid battery's if it needs a seprate power source, like as in the real star wars galaxy.



Just an idea to think about.



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NaKitNa
Sun May 16, 2004 8:33 pm
#110

I completely agree on the need for team weapons/items... E-Webs that sort of stuff.... drop it and then have others use it. mini bunkers.. sandbags etc... to increase team defenses but also add some offense. Actually many SL types often carry pistols because they arent as focused on combat but need options in close combat... they were the first to be fitted with 45's in the late 1800's and in general those types often were/are equipped with the premiere in hand guns, but being a pistoleer as well I know the cries that would result. To fit the mold though I think team weapns would be great.

NaKitNa
Sun May 16, 2004 8:36 pm
#111

I think it would be cool to add items to the Strategy line to cut opponent resistances to show their leadership and ability to find weaknesses. Imagine a squad leader dropping a bioscanner of some sort and it knock down enemy resistances by 25% or more. I can only imagine the coding on that but still. Perhaps an easier way would be to temporarly convert damage types of team members into a neutral damage source. Just a thought/

Grymm45
Thu May 20, 2004 5:41 am
#112

Thread seems to be splintering but theres a tonne of good ideas.


If the overall goal is to simply increase the abilities of the group then perhaps have squad leaders gain an ability to grant buffs to groupies. I'm not looking at more HAM bonuses, but perhaps a line of buffs that have varied effects. Perhaps some examples would be manipulating the damage / speed of members of your group, grantingspecial attacks, granting bonuses to skills etc. Buffing others in this matter could logically be a rousing speech or some such, likely draining / wounding the mind of the SL.


If you're looking more specifically at a weapon I'd be thinking that the personally carried, hand held, low damage, interesting effects would be the way to go. Some people have mentioned that you're looking to ensure that SL doesn't steal someone elses thunder then allow the weapon to reduce resistances, modify the enemies skills, or manipulate his damage or speed. This should be easy to put in mechanically as a simple debuff.


Another simple idea would be to build a limited selection of thrown weapons (perhaps grenades even as suggested before) that function as traps that would only work on non-animals. For balance sake they would obviously have to be less effictive than the animal traps, but other than that its an existing framework to build from. This would also fit into the low damage, high group benefit scenario.


If you really want some sort of emplaced thing, a simple balance would be to have the entire "turret" act as a pet (which happens to be permanently unable to move itself) which comes with a gunner. Theentireplatform (manned by the npc) for point of balance would have to be fairly insubstantial (eg. every character can have a lvl 10 pet w/o being a CH, since this would be a class specific feature you need to earn perhaps let it be lvl 15 - 20 in challenge). The benefit of an all in one weapon / pet is that it would use the existing system perfectly without the need for new code. Forfurther balancing you could give it a small "reaction" range (say 20m) that it can fire at enemies in. This would limit it to small scale defense, but it would be designed to be guarding the docs.


Player controlled turrets (those that someone in the group walked up to, and select ride or whatnot from the radial) would move the drone that is in it back to "regulating the power supply" increasing the damage. This would then provide incentive for someone to park themselves on the turret. If people had issues with this perhaps interfering with the Commando's role in the galaxy then give them a cert for it. It would be pretty impossible to complain that the turret was too powerful in the hands of a noob if you limited the effectiveness of the weapon to be an elite cert.


Variety if this became a line would be simple in that you could have different styles of weapons as mentioned before (low dam / fast / single target, low dam / slow / aoe) and if the devs really wanted to push things a notch they could give the marksman classes (at lvl 4) different specials that work in the turrets only. (eg. carbine line from Marksman might have an early aoe posture which only works in the turret). Then you could also build a couple specific attacks from the elites (eg. under the carbineer tree, say in the assault tactics line you gain a turret based attack that perhaps is better than other attacks of that lvl). This would balance the power of the whole thing with the fact that the special abilities require massive skill in the appropriate type, and you're stuck in a non moving turret. Again, since the greatest use of the special attacks would likely be posture changes / large aoe effects of some sort would be in pvp even that is balanced as the poor schmuck stuck in the turret is dead fast if not defended adequately.



To make the item more useful in the terms of adding compatibility to other classes, it would be fairly simple, broad classes required to build the thing in the first place, only SL's of the appropriate rank could turn it from a "deed" to something on the datapad (like the schematics you need to be a master crafter to open), it could take damage just through use (like the speeders) but could be repairable by a DE kit, with something like a vitality stat which would be incurable (so it deteriorates like every other weapon out there).


Another thought on temporary emplacements could grant certain bonuses when in range of the emplacement. Simple example would be to give defensive bonuses to people within range (if the idea worked well other classes migt have the ability to drop things as well, medic tents, doctor mash units, but the SL could quitle reasonably have all of the ones for the combat classes)


Sorry for so many ideas which are kind of off the topic of the original thread, but I wanted to add my 2 cents, and didn't have change for the $5.
Therascalking3
Mon May 24, 2004 10:13 am
#113

a deployable gun would be more the job of a heavy weapon type specialist, but the idea of making say something like a spreader cannon or heavy support infantry rifle like the Barrington Assault RIfle in the real world would be great. It would give ranged support a real purpose for the SL because it should include bonuses to like ranged attack and then at novice level you get acces or maybe a higher level you get access to the actual weapon so the CMs cant have it.


Also like everyone said it should be limited to in group combat when the SL is leader and all the specials should be AoE/cone attacks and focus more on states than on damage.


Great idea lets make sure they cook up this one for us!


/bump





Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
Gungeun
Sun Aug 01, 2004 10:02 pm
#114

Heres my idea with the stationed weapons, like E-Webs (i think thats it):


Instead of having only combat professions, they could have artisan professions too.


Like, for instance, since a E-Web is probably a bit complicated to use, your going to want a Droid Engineer, who has the experience and intellect around high tech stuff.


So there in the gunner seat, and the experience is crafting exp, why, there getting better with handling things, so it would fall under crafting.


As for ammo boys/upkeeping it, that might belong to weaponsmith (ammo boy, if there would be one) because hes experience with weaponry/ammunitions, and know how to handle them, so he would get xp too.


It would make all those boring, sitting with your crafter, crafting things to hell more fun.


I will post again soon, as i have not read everything yet, im on the 4th page or something.



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Gungeun
Sun Aug 01, 2004 10:06 pm
#115

Opps, did i just revive a dead thread?



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UFO-MOE
Mon Oct 04, 2004 10:37 pm
#116

This same idea was proposed at the Commando Forum and is being considered for commandos. But it would be fine for you guys to have it as long as we got our assault rifle



Eclipse

Master Commando
irott
Tue Oct 05, 2004 9:06 am
#117

The E-Web was proposed for Squad Leaders long before commando but as a team weapon, not as a heavy weapon.


The basic idea is that the SL would allow the construction of this weapon in the field. It would require more than one player to operate and would be most useful in defence than offense.


But, The coding for such a new system is VERY difficult, and would take a lot of time to design. Some have proposed that the weapon would work like a mobile PC turret where a list of names are selectable. We will just have to wait and see.


Also, crafters would make these weapons for us, not use them.



[irott and the full effect]
Master Squad Leader


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