Squad Leader Archive
Thread: Squad Leader Revision
I know this has been done a thousand and one times, but the recent post by Holocron detailing the new abilities planned for the Squad Leader just goes to show they don't really get it, so here's to try, trying again...
Novice Squad Leader:
+5% Group Experience - Everyone in the group receives an additional bonus of +5% experience of ALL kinds, above and beyond that provided normally by Grouping, as long as they are grouped and within range.
+25% Group Range - This bonus increases the range at which agroup member'sdirection and distance are visible in their status bar. This also determines the maximum distance a person can get from the Squad Leader before they lose the bonuses provided by him/her.
+2 Group General Defense.
+10 Training (Leadership)Bonus.
Commands: /startdrill,/stopdrill- The Squad Leader gains the drill commands, which function similar to dancing or playing music. When /startdrill [drill] is used, the Squad Leader will train anyone in the group who selects him and elects to Start Training. Being trained by a Squad Leader grants temporary bonuses (buffs) depending on the drill used. A Squad Leader can only drill group members in a city, camp, or faction base.
New Drill: Speed Drill - This drill causes the walk/run speed of anyone participating (including the Squad Leader) to be increased by a percentage based on the Training Skill modifier, for a duration determined by the time spent performing the drill.
Command: /sysgroup (already exists)
Group Command: /onmymark - This group command (toggled on or off, like other group options) makes it so that when the Squad Leader attacks a mob or player, any members of the group not already engaged in combat who are capable of attacking that target will immediately enqeue an attack action against it.
Commands: /tactic,/notactic- The Squad Leader gains the tactic command, which allows him to issue a tactical plan to the group that provides certain modifiers while in use. When /tactic [tactic] is used, all members of the group are issued a /sysgroup message detailing a customized description of the battle plan (as with many current SL skills) or other personalized message.
New Tactic: Offense - The offense tactic increases the damage all members of the group deal, but also increases the amount of damage all members of the group take.
New Tactic: Defense - The defense tactic reduces the damage all members of the group take, but also decreases the amount of damage all members of the group deal.
Training Branch
Training I: Basic Drills
Requires: 5,000 Training XP (gained by training, much like Entertainer Healing XP)
+10 Training Bonus.
New Drill: Range Drill - This drill requires a Practice Droid (like Luke used in the original movie) to initiate. The droid will float around, directed by the Squad Leader, while those training fire at it. This drill increases accuracy and attack speed by an amount determined by the Squad Leader's Training Bonus, for a period of time determined by how long the group members spend training.
New Drill: Melee Drill - This drill requires a Practice Droid to initiate. The droid will float around, directed by the Squad Leader, while those training take swings at it. This drill increases accuracy and melee defense by an amount determined by the Squad Leader's Training Bonus, for a period of time determined by how long the group members spend training.
Training II: Intermediate Drills
Requires: 10,000 Training XP
+10 Training Bonus.
Command: /dualdrill - Dualdrill allows the Squad Leader to conduct two drills at the same time, though members of the group may only participate in one at a time. When the Squad Leader uses /dualdrill [drill] [drill] both drills begin, and those training under the Squad Leader gain the option to select one or the other from the radial menu.
New Drill: Emergency Drill - This drill provides a bonus to Injury Treatment and Injury Treatment Speed for those participating.
Training III: Advanced Drills
Requires: 20,000 Training XP
+15 Training Bonus.
New Drill: Exercise Drill - This drill provides a bonus toStrength, Constitution, Quickness, Stamina, Focus, and Willpower for those participating.
Training IV: Expert Drills (Title: Drill Sergeant)
Requires: 40,000 Training XP
+20 Training Bonus.
New Drill: Survival Drill - This drill provides a bonus to Health, Action, and MInd for those participating.
New Drill: Stealth Drill - This drill provides a bonus to Camouflage and Cover for those participating.
Leadership Branch
Leadership I: Group Efficiency
Requires: 50,000 Group Combat XP (Group Combat XP is special XP a Squad Leader earns equal to the Weapon XPgranted to all members of his group by virtue of his Group Experience Bonus).
+5% Group Experience.
+25% Group Range.
Leadership II: Group Direction
Requires: 120,000 GCXP.
+5% Group Experience.
+25% Group Range.
Group Command: /warn - This option can be toggled on or off in the group settings. When active, aggressive action toward any group member will result in a /sysgroup message sent to the group consisting of: "[target] is initiating combat with [group member]."
Leadership III: Group Experience
Requires: 300,000 GCXP.
+5% Group Experience.
+25% Group Range.
Leadership IV: Group Leadership (Title: Leader)
Requires: 800,000 GCXP.
+5% Group Experience.
+25% Group Range.
Group Command: /groupinfo - This option can be toggled on or off in the group settings. When active, any member of the group using the Examine function will cause an identical Examine window to appear for the Squad Leader (for example, allowing the leader to get information on a target he can't approach without being attacked, or to see information on a mob only the high-level Ranger of the group can gather).
Command Branch
Command I: Formations
Requires: 50,000 GCXP.
+2 General Group Defense.
Group Command: /onpoint - This command, when issued, makes the current target of the Squad Leader (must be a group member) the pointman. This command may be set to send a custom /sysgroup message on use. ("You've got point.")
Group Command: /formation - This command, when used, invokes a modified form of /follow that causes all members of the group to attempt to remain at their current distance and direction respective to the designated pointman (the Squad Leader if none has been designated). Any member of the group may break formation by using the /nofollow command. Note that it is the responsibility of the group members (aided by theSquad Leader) to assume an appropriate formation before the command is issued. This command may be set to send a custom /sysgroup message on use.
Command II: Communication
Requires: 120,000 GCXP.
Group Command: /groupwaypoint (/gwp) - This command allows the Squad Leader to set an Active Waypoint for all members of the group using the syntax /groupwaypoint [X Coordinate] [Y Coordinate]. The Squad Leader may modify this ability to display a customize /sysgroup message when used, and may use /gwp1 - 8 to store and call different custom messages. (Example: /gwp1 could be set to have the text "This is our target," while /gwp2 could have the text "Regroup here.")
Group Command: /countdown - This command, when issued with the syntax /countdown (/cd) [number] [text] sends a/sysgroup message to all members of the group and then starts a timer counting down from the chosen number visible as a /sysgroup message along with an audible timer. For example, the Squad Leader could send the message: "Attack the base in 5... 4... 3... 2... 1"
Command III: Teamwork
Requires: 300,000 GCXP.
Group Command: /weakspot - This command allows the Squad Leader to order all members of the group currently targeting an opponent to target it with the same kind of attack, if possible. When used with the syntax /weakspot [leg, head, body] every group member attacking the targeted opponent will enqeue the highest level of targeted shot (Headshot, Headhit, etc.) possible with their current weapon. Each variation of this command can be set with its own custom /sysgroup message. Group members may set a toggle to make themselves 'immune' to this.
Group Command: /coverfire - This command causes all members of the group with currently enqeued attack-based commands (not healing, traps, disease, etc.) to redirect their attacks to one or more of the mobs currently attacking the most wounded member of the group (not WOUNDED, not damage; thus, it will tend to choose the player actively being attacked, ignoring those whose damage stems from special costs). This command can be set with its own custom /sysgroup message. Group members may set a toggle to make themselves 'immune' to this.
Command IV: Strategy (Title: Commander)
Requires: 800,000 GCXP.
+5 General Group Defense.
Group Command: /fodder - This command causes all pets currently in the group to become highly aggressive toward every opponent attacking any group member. For a short period they no longer have to be re-issued attack orders to acquire new targets, and will periodically use /taunt to try and draw fire to themselves. This command can be set with its own custom /sysgroup message. Group members may set a toggle to make their pets 'immune' to this.
Group Command: /fallback - This command clears the command qeue of attack-related actions and immediately enqeues Warning Shot for all those who are capable of using it. Members of the group that are prone, sitting, or kneeling receive an enqeued Stand command. This command can be set with its own custom /sysgroup message. Group members may set a toggle to make themselves 'immune' to this.
Tactics I: Basic Tactics
Requires: 20,000 Tactical Combat Experience (Special experience gained equal to the Combat Experience gained by all group members in a battle where the group employs any tactic.)
New Tactic: Guard - The guard tactic requires a member of the group be targeted (if no target is select, it selects the Squad Leader by default). While active, the subject of Guard receives a large General Defense Bonus and defense bonuses vs. several status effects. Furthermore, when attacked, there is a chance that any group member within 5m of the Guard target will 'take' the attack instead of the protected individual.
New Tactic: Target - The target tactic requires the Squad Leader have a valid enemy targeted to activate. A special HUD box (similar to the target box, but in a different hue) appears on the targeted enemy. Any group member attacking that enemy gains a bonus to accuracy and damage.
Tactics II: Intermediate Tactics
Requires: 50,000 TCXP.
New Tactic: Advance - The advance tactic gives a large bonus to accuracy while moving and a bonus to general defense for anyone in the standing position.
New Tactic: Withdraw - The withdraw tactic gives a large bonus to defense vs. posture down and knockdown, as well as a bonus to general defense for anyone in the standing position, but reduces the accuracy and attack speed of all group members.
Tactics III: Advanced Tactics.
Requires: 120,000 TCXP.
New Tactic: Hold - The hold tactic gives a large bonus to accuracy and attack speed while in the kneeling or prone position.
New Tactic: Capture - This tactic requires that the Squad Leader has set a groupwaypoint. Any group members with 10m of the set waypoint receive a large bonus to general defense and defense vs. status effects.
Tactics IV: Expert Tactics (Title: Tactician)
Requires: 300,000 TCXP.
New Tactic:Overwhelm - Theoverwhelm tactic provides a large bonus to attack speed and damage, but increases the HAM cost multiplier for all specials used by group members.
Master Squad Leader (Title: Master Squad Leader)
Requires: 620 Apprenticeship Experience.
+10% Group Experience.
+50% Group Range.
+5 Group General Defense.
+10 Training Bonus.
Command: /tridrill - Tridrill allows the Squad Leader to conduct three drills at the same time, though members of the group may only participate in one at a time. When the Squad Leader uses /tridrill [drill] [drill][drill]all threedrills begin, and those training under the Squad Leader gain the option to select one of the three from the Radial Menu.
New Drill: Demolition Drill - This drill increases the damage of all group members by an amount determined by the Squad Leader's Training Bonus, for a period of time based on the amount of time the group members spend training.
Group Command: /allforone - This command averages out the amount of damage (NOT WOUNDS) taken by all group members across the entire group. This command can only be used once every 60 minutes. This command can be set with its own custom /sysgroup message.
New Tactic: Professional - The professional tactic greatly reduces the cost of specials for all group members, but also slight reduces attack speed and damage.
Personally, I think this is the right balance of practical commands, functional abilities, and flat-out bonuses to satisfy EVERY kind of Squad Leader. From the guy who just likes to group but doesn't really like to take charge (Group XP bonus and group options), to the guy who wants to whip a bunch of inexperienced faction members into shape (drills and commands), to the PA-pros who already have the grouping thing down to a science and want to increase their efficiency (tactics). Thoughts?