Squad Leader Archive
Thread: Alternatives?
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willflynne
Sun Sep 04, 2005 10:25 am
#1
Ok, it's VERY plain to see we have some differences of opinion in here, but most definitely civil ones. My question is, what alternatives and/or compromises to the proposed system would you suggest? We all agree it's a step in the right direction, let's see if we can make it better.
Personally, I happen to agree with the SL having to be in group leader position, it simply seems to be more true to the idea of the profession. Being able to delegate a second in command would work best, so long as you and the person you select are seeing eye to eye on tactics. lol
As far as the buffs go, there need to be some limits in place to prevent abuse, both in and out of group, otherwise we become buffbots (and I have better things to do in game than stand around advertising for combat buffs lol). If the buff times reported are true and hold true, they need to be reduced. Unless you're in the DWB or Corvette on a regular basis, 10 minutes in combat for an individual is pretty long in game. Same goes for a group buff lasting 30 minutes, it just seems too long. From my point of view, 5 minutes (at least) should be enough for an individual buffs, maybe a couple minutes more. 10-15 minutes on a group buff would be more than enough time in most combat situations to find a nice semi-safe place to rest and re-apply.
Also, if it isn't in place already, there should be some discussion about whether or not group-based SL buffs should be lost when a person leaves the group. Again, if a person can gain a 10-30 minute buff from us, leave and keep it, we again become buffbots (and I really had enough of the cnet starport bufflines pre-cu lol). It should be a group-only benefit, kinda like it is now with the passive mods.
These are the thoughts foremost on the upcoming changes. I know I'm missing some ideas and concerns, so please feel free to add to, detract from, question and criticize what I've presented. It's the best possible way to get good discussion going to get things balanced well. Besides, it works well in the groups I lead: a decent leader will look at all options available for a plan of attack before deciding on a course of action.
AlienEntity
Sun Sep 04, 2005 11:07 am
#2
They SHOULD NOT work if a member leaves the group. Plain and simple. I am here to play and do what I have to do, not stand around and give buffs to players.
Sylow
Sun Sep 04, 2005 4:40 pm
#3
I would even go so far and put an internal tick timer into them. Each buff checks every 30 seconds, how far the affected person is away from the leader. If the distance is over 256 meters, the buff automatically switches itself to "out of range" mode. In the buff bar, the icon should grey out, when the mousepointer is pulled over it, it should give the message that the leader is not in range and the effect is not given any more.
On first thought, i would have said, the thing should simply remove itself, but when groups move, they sometimes have bigger distances between group members, when somebody is sent the the cloner, distances increase... it might be more convenient for the players that they loose the effect for short when they are out of range, but have the buff again son when they come into range of the SL again.
If a person with a buff active leaves the group, the buff should remove itself, of course.
This should definitely prefent the buffbot-functionality while it would not really hamper operations of a squad in battle.
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