Squad Leader Archive

Thread: a humble suggestion to the Squad Leader Dev from a Bio-Engineer

PennyFingers
Mon Aug 25, 2003 10:45 am
#1

Hello all,


I was reading through some of the posts made by the Squad Leaders, and I noticed a common thread: lack of use for your class.


I have posted this is an idea for the squad leader class, and before you jump all over me just take a second to read it and consider, then flame away


I suggest that, once a squad leader reaches a certain level, he/she should be given abilities to function like a faction recruiter, i.e. giving people the ability to go overt/covert in their faction, for a small fee of course.


I believe that this (or something like it) would give the squad leaders new purpose, would be in flavor with the character class, and woulddrum up some business and a marketable skill for the leaders , as well as just being tremendously useful for some of the factioned people.


There are pathways to abuse this, like in all classes, but some restrictions and some already in place could be used to keep the abuse to a minimum.


Just a thought...


Aginor


Field Scientist


Bloodfin


(p.s. apologies if a post like this has already been made, I don't have the time to crunch through the entire SL forum)




Aginor
We don't sell literofcola.
DiLune
Mon Aug 25, 2003 11:34 am
#2

No profession should be GCW dependant for abilities. The smuggler gets some perqs related to it, but that is very minor related to their other abilities.


If this faction thing were a minor perq, then fine. But I fear the devs would start defining the class by the GCW while there are many many "mercenary" squad leaders out there that aren't a part of either faction.

DeepProgress
Tue Aug 26, 2003 12:41 am
#3

I think it's a pretty good idea, personally. It's pretty minor in comparison with everything else the squad leader profession is getting for abilities. And it is rather irritating having to run all the way back to town use my faction pets in a firefight. And that's assuming, in my case, that it's an Imperial "controlled" town to begin with.



<KoA> Col. Dralus Frost <KoA>
kMaster Smugglerk
kMaster Bounty Hunterk
kBlack Epsilon Acek
PennyFingers
Tue Aug 26, 2003 12:45 am
#4

DiLune,


I wouldn't say that the ability that I described would be dependant on the GCW necessarily, but it would be dependant on the factions to simply exist.


A leader who doesn't want to align him/herself with a faction could hire themselves out to a side, PA, etc and help them out for a specific time/fight or something else. Faction aligned squad leaders would find themselves in a unique position to help their respective side, while the neutrals would be free to help either, or none at all.


The flaw in this is that if a squad leader does not wish to help either side out or hire themselves out, the skill would be totally moot, thus there is a small level of dependacy on the GCW. Sadly though, many classes find themselves with skills that could be considered useless for a variety of reasons.


I don't know a whole lot about the nature of the squad leader, since I am not one, but looking atjustthe class would indicate some dependance on the war. My understanding of the class is that the SL is designed to assist large groups of players by giving various types of bonuses. In my experience, the only time large groups of players exist are 1) In hunting parties; 2) In large raids and PVP battles and 3) Groups of Entertainers at a Cantina. The hunting parties would be fun to lead, but would wear out usefullness after a time.


I'm not saying dedicate an entire tree to this, just maybe throw it in an upper level skill tree. It would just seem logical to give the squad leaders the ability to help out the people they lead in a new way. The factions are established, and will always need leaders b/c the war won't be over any time soon.


I would also argue that the smuggler's skills are a lot greater than "minor perks." The ability to purchase faction points for credits and buy faction goods at reduced price are certainly going to become more important once the war has a side, and the losing side gets a 30% decrease in costs.





Aginor
We don't sell literofcola.
DiLune
Tue Aug 26, 2003 12:58 am
#5

My point was that smugglers can slice your weapon for 40%+ more dmg or speed, they can slice terminals for more money. They have a greatcombat ability (low blow.) Compared to this the faction thing is minor. Your proposal, sadly, would be a major addition to the SL but in practicality not useful to a large portion of SL. That sums up about all the abilities we have and that have been proposed.

Aden_Nak
Tue Aug 26, 2003 3:23 pm
#6



DiLune wrote:

No profession should be GCW dependant for abilities.






Smuggler currently is 1/4 faction abilities, but the rumor is that that is changing. I do agree with you, though.



Esparta Crane
Ace Alliance Pilot


(X)==\__/==(X)

Y-Wings Are Old School

CaptainVemnox
Tue Aug 26, 2003 6:07 pm
#7

Hi Penny,


This has been suggested about 3-4 times in the past, but thanks for the refresh!




::: Void Vem :::
::: Gorath Galaxy :::
- Canceled -
Page 1 of 1
Previous Next