Squad Leader Archive

Thread: Enforced Organization

OrodiasDessett
Wed Jul 23, 2003 8:25 am
#1

Unfortunately, I don't think people are organized enough to allow a Squad Leader to lead them effectively. Thus, I think the game has to do it for them. For instance, I think only a rare, seasoned squad of fighters who are familiar with their Squad Leader would be able to all simultaneously aim and shoot at a single target on his command. Thus, the game does it for them with Volley Fire or whatever it's called.


I can think of various other things that are like this. For instance, teams or units within a Squad. You'd have to tell EACH person what team he's in and who else is in it, tell them to stick together, hope they don't forget. It's just hard to get people who aren't leaders, who don't take the initiative, who don't think big, to pay attention, listen, learn and remember and do things uniquely, when they just want to hurry up and hunt or some crap like that. So I think the game should allow for sub-grouping within a group, into teams/units; and in such a way that it would be clear to everyone in the group what team they belong to. And then (instead of the rather basic commanding ability thatcurrently exists), you could issue commands to specific teams. This would make it a lot easier to coordinate multilayered attacks. Instead of just shouting "CHARGE" and everyone rushing in like Braveheart, you could have Team A stay back for defense, Team B move in and cover for Team C, who goes around the blockade/distraction made by Team B, to kill the Leader. And if you wanted this to be more integrated, you could have some sort of special dynamic waypoint system that a Squad Leader would automatically distribute to his entire squad, which coordinates whereeveryone should be and when, sort of like a basketball or football coach's "Plays". This would add a touch of personal skill to the game, naturally elevating some Squad Leaders over others. The best Squad Leaders have the best "plays" and know just what plays to use during certain situations and against specific types of enemies.


The Profession is so lacking that we could talk for days on end of additional ways to improve it. I'm not one to complain (unless I'm complaining about people complaining), and I know the Dev's are working on a bazillion things at once, and that they're doing they're best, and I commend them for it. But I do hope that even if they cannot immediately implement the ideas we are putting forth in this forum, they will at least note them and maybe even write them down for reference in the future. Doumo arigatougozaimasu.


Orodias Des'sett




Orodias Des'sett
Mos Eisley, Tatooine
Bloodfin
Shuyunh
Tue Jul 29, 2003 10:54 am
#2

The best teams are usually members within the same PA. If you want to be part of a good team, pick the right PA that suits your play time and interests.


It takes time for a team to gell. They need to group and hunt together alot to get to know eachother's strengths and to formulate plans and strategies. Pickup groups are usually just zerg fests.The only exceptions are when the pickup groups arecomposed of people fromdifferent PA's who have developed similar strategies. Then simple dialog can pull the team together on the same page.


I am against SL's gaining skills that force team members to do certain things at the click of a button. That is not what being a SL isabout. Its about putting time and effort with a group of people so that everyone works effectively as a team. SL skills and abilities should be mainly passive and bring out the best attributes of each class. Otherwise it takes away from one of the main benefits of MMORG's. The ability to group with and be part of a team. Clicking buttons turns team mates into robots. Its the human element that is missing in consul games whichmakes MMORG's so addictive.


The philosophy that I would like to see develop in the SL class is that great leaders bring out the best in its team members. Healers should heal better. Riflemen should shoot better. Dancers should dance better. Thats the impact good leaders have on their team mates. I am not sure how you can code this. Reduced HAM costs for special abilities is the only thing I can think of, really. Forcing medics to shoot at monsters when one of their patients is about to die is not what being a leader is about and I hope they make significant changes to this class accordingly.



Duncaen Starstriker


Starsider




Duncaen Starstriker
Zabrak TKA/SL
"I'd rather get killed then Puppeteered!"
CaptainVemnox
Wed Jul 30, 2003 12:03 am
#3

The Dev's are definently at work for at least something. =)




::: Void Vem :::
::: Gorath Galaxy :::
- Canceled -
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