Squad Leader Archive
Thread: How about some passive bonuses to make our squads effective without debuffs?
I think Squad Leader needs to get some inherent passive buffs to even seem feasible in a group. The terrain negotiation is a good start, and the bonus to group defense is a good idea if it would work. How about a % bonus to group attack, group damage, and xp gain if a Squad Leader was leading the group with no debuffs? This would make the squad leader useful, and most people would be searching forus to lead the group. IRL, a squad leader would be able to direct fire an control the battle more than just a combat medic. I believe these passive combat bonuses would indicate that, and make the group stronger as a whole. There is no magic involved in these abilities. The squad leader's presence just makes the squad more effective, as it should be. A paint target is defintly needed as well, but we should not force our medics into combat.
Another thing....the GCW...losing our 100k Factional HQ to raiding members of the oposite faction. I think a Master Squad Leader should be needed to perform the necessary functionto destroy it. This way, the player who spent the faction will not feel as jiped when he loses all those points, since there are very few Master Squad Leaders around...at least on my server. I can pick up Master Creature Handler, Pistoleer, and get the mobility line in Squad Leader just to let you know(not going this route but it's possible). If I was an Imp...oh look at my ATSTs and creatures wipe out the little rebel base and cost them 60k faction...YAY! Let's go...that took all of 5 minutes...