Squad Leader Archive
Thread: A few ideas for making squad leader-led groups more effective...
1. Volley Fire - change this to add a ststus effect, perhaps dizzy or intimidated, something to give the effect of the target's confusion at being hit from so many sides at once. I would assume most groups don't all charge in in one straight line, so the target would be shot at from quite a few different angles, straight on, left, right, sometimes even behind if the battle has been going on a while. Make it so the more group members that are present, the more likely this effect is and the longer it lasts, as well as the level of the squad leader.
2. HAM bar targeting - Most of the time, the majority of your auto attacks will hit health, but what if a creature or humanoid opponent has half the mind bar of it's health and/or action? What if it's action is quite a bit lower than the other two? I think a squad leader should be able to direct his/her group to attack a certain bar a majority of the time on auto/random HAM attacks. Something based on how many skill boxes the SL has, with a good bonus at master. Make the master use of skill function well enough that it can make things easier on a group running a tough planet if they have an experienced squad leader.
2a. Add later skills where a squad leader has a volleyfire for each HAM bar, for times when a tough mob (krayt dragon?) is getting knocked out on one bar, and things are looking like they will be a little close. The squad leader can direct the group to hit the target's health action or mind, with the success rate dependent on squad leader level.
3. Formup - Make this cure more status effects, but as the squad leader progresses through the leadership tree. Eventually, this should include all of the non-medic healable status effects, but make the squad leader earn them through experience.
4. Rally - fix the effect this has on people not being able to sit or harvest. Harvesting isn't a big deal in combat, but if yu've ever grouped with a good combat medic, you know sitting is. Lobbing area heals is going to take a lotout of a medic's mind, and if they can't sit to get it back while the rest of the group is rallied, rally becomes useless. I also thik the success rate of rally should be based on the squad leader's overall skill.
I think these would be a lot more useful to the squad leader's repertoire than a lot of the proposed skills, except the fortifications idea, which I _really_ like.