Squad Leader Archive

Thread: So I gotta ask...

Matadore
Sat Aug 30, 2003 1:58 pm
#1

As a wanna-be SL (still grinding freaking survival XP), I have to ask what the big deal about controlling faction pets is? To me, the idea of having half a dozen troops maneuvering and attacking at my command sounds kinda cool. While you would get better results from a half-dozen of real players, the discipline and execution of orders would be unenforceable given the variable of free will that a real player has. So why not have the best of both worlds? Give the SL the ability to command a number of "pets" (level dependant) but also have bonuses of somekind when issueing orders to a live group. To hit bonuses or offensive/defensive bonuses to those who are actually following the orders.


What is it the majority of you all really want or don't like about the current system? As a potential (wannabe) SL, I would really like to understand what you think is broken right now and what you want for a fix.


Thanks


Kylekatemikaela - corbantis




Kylekatemikaela
Corbantis - Squad Leader / Carbineer / Bounty Hunter
Jadin1
Sat Aug 30, 2003 2:56 pm
#2

The problems with Squad Leader are accurately described in this post:

http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=3650

Here's a recap of DilLune:

I am a Master. I've got all the boxes.

Range defense and melee defense do not work, its been turned off since Beta.

Rally gives you +10 to hit for a short time. It fails around 50% of the time and takes 150 mind each time you use it. While it is up group memebers cannot harvest, sit or do anything they can't do in a combat stance.

Formup removes stun and dizzy. Stun has little effect. Dizzy is important but you can't use formup while dizzy. Worse though is that pets, who tank for you at high levels, are unaffected by this ability.

Steadyaim gives an unknown bonus to hit for one shot. You gain xp by firing. You just wasted xp.

Volleyfire does not work.

Boostmorale divides wounds (not damage, wounds) on the primary stats amongst the party. Yay, I can move my 20 H wounds to you and my five friends, so we all have 3 or so. Or I could have let the doc, who can heal hundreds of wounds at a time, heal just me. Hello? USELESS!

The only truly working abilities are the +60 you get to terrain negotiation (which most group members have Explore III anyway..) the +60 to burst run (no one burst runs in this game, they all save it for emergencies...but no one runs from combat) and /sysmessage (which is about as good as an all caps /group or spatial speech.)

There you have it. Our abilities boil down to +60 terrain negotiation and sysmessage. That's what you are buying I'm afraid to say. I've been master for a few weeks now and used boostmorale for the first time in three weeks yesterday, as a joke while no one had wounds. We have no master level ability that sets us apart from a novice. We have no real ability to speak of at all! None of the proposed abilities have any master level ability. They have no really high level ability. In fact, aside from the terrain move bonus and the stances, they will make us widely hated. how do we know? We've polled our groups, we've polled the boards and about 75% of them do NOT want us to use the abilities. So, you are saying we should be good little boys and be happy with the crap they are handing us and calling candy? NO. You can sit quietly and get more abilities you won't use for skill points that are the biggest commodity in this game. WE WILL NOT!

There are pages and pages of intelligent discussion on this subject. People for and against the new changes. A super majority of this community feels just as I do that the proposed changes will only serve to damage the profession in the eyes of the one thing it needs most: Groups of PCs.

I suggest that you follow your own advice and SHUT UP!



Jadin Na'deen -
Rebel Colonel
Master Alliance Pilot
Master officer because nge killed bounty hunter turned trader because nge has no high level content.
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