Squad Leader Archive

Thread: Stop the CU sourpuss act. Focus on our Revamp

Blackferne
Mon Apr 25, 2005 8:11 pm
#1


Okay it's going live. We are in the worst position for combat classes, and now I am sure the Devs have no idea what to do with/for us. So what do we do? I'll tell you what we do, we tell them what to do for us.


Post your ideas (skill trees if you got them) on what your dream build for Squad Leader would be.


Rules: There are no rules, start from scratch. The joy of being the most broken toy in the box is we have no where to go but up. However we do need to meet some basic design goals.






Primary Role:

Secondary Role:


Novice Skill(s):

Line one of skills: (name)(possible specials) example (Meter Maid Ticketing) (/BrokenTailLight)

Line two of skills:

Line three of skills:

Line four of skills:

Master abilities:





So we are curerntly borked, and the Devs don't know what to do with us, so let's design and tell them. With 3 correspondents on our side, we should be able to show them we can design Squad Leader the way it SHOULD be.


Throw in forts, formations, whatever. GO NUTS!!!!





Jounville Blackferne
"No one plays SWG to be Uncle Owen" -Dallas Dickenson


BadChef
Mon Apr 25, 2005 8:25 pm
#2

It's gonna be tough enough for me getting to SL, can't imagine what those who are already SL are gonna be going through. Pretty much going from bad to worse, has to be a harsh transition for them.




xfire name: thachef
__________
BadChef: Smuggler
Blackferne
Mon Apr 25, 2005 8:49 pm
#3






Blackferne wrote:



Primary Role: Group enhancement

Secondary Role: Moderate Crowd Control

Novice Skill(s): /system message, /rally
Line one of skills:(Movement)
Line two of skillsDefensive Tactics)
Line three of skillsOffensive Tactics)
Line four of skillsStrategy)
Master abilities:








Novice:
/sys= group message tool exactly like one currently in place
/rally= Serves as a pep talk, gives a 30 minute buff to group that improves offensive level of affected players


Line one: Movement: The focus of this branch is to improve a groups terrain negotiation and burst run efficiency
Box 1: +25 to group terrain negotiation
Box 2:+25 to group burst run efficiency
Box 3: +25 to group terrain negotiation
Box 4: +25 to group burst run efficiency, +1 to group size

Line two: Defensive tactics: This allows the SL to help improve his suads ability to hold an area.
Box 1: /position= This allows all group members to receive a 10% resist to opponent debuffs
Box 2: /entrench= drops a rudimentary defensive camp(cannot be used in cities) 15% to defensive stats
Box 3: /snares= allows SL to designate a footprint approx the size os a large tathouse that slows opponents to 50% speed (on a recharge timer (10 minutes), /retreat= functions as it does on live (10 minute timer, 2 minute duration)
Box 4: /tower= enhaced camp give 30% bonus to defensive stats, +1 to group size

Line three: Offensive Tactics: This allows SLs to manage their offensive capabilities in a group
Box 1: /flank= temporary offensive speed boost. decreases defense stats by 5%, increase movement speed by 50%, increases offensive stats by 10%, /steady aim= gives /aim bonus to all
Box 2: /ambush (on 20 minute timer), allows SL to provice cover for entire group
Box 3:/advancedsteadyaim= /aim applies on next 5 attacks
Box 4: /boostmorale= replenishes teh action and mind for entire group at a huge cost to the SL (and 10 minute timer), +1 to group size


Line four: Strategy: allows for SL to employ more advanced tactics tohelp turn the tide of a battle
Box 1: /formup= clear blinds, stuns, and dizzys
Box 2: /recon=has a 50% chance to reveal concealed enemies in a 64M range to group members (20 minute timer)
Box 3: /volleyfire= next attack(including specials) for group hit target of SLs choice (costly on mind pool)
Box 4: /decoy= can distract NPCs and mobs to attack a fake target

Master Box: Should be a master of targets and strategies and how to lead a group to victory
/motivate= clear group of rooting effects
/fort= the highest defensive build for a camp. give defensive units in its scope a +45% on defensive stats
/assault= Gives group members a +30% on offensive stats with no defensive penalty (5 minute duration, 30 minute timer), +4 to group size


So a Master SL could lead a group of 16 and be able to help guide the overall strategy for the group.What do you guys think?








Jounville Blackferne
"No one plays SWG to be Uncle Owen" -Dallas Dickenson


MailekEOC
Mon Apr 25, 2005 9:25 pm
#4

Squad Leader Revamp Proposal

Novice Squad Leader: (45,000 Combat Experience)

General Ranged Accuracy +10
General Ranged Speed +5
Melee Defense +10
Ranged Defense +10
Assault Armor Accuracy Mitigation 20%
Assault Armor Movement Mitigation 30%
Assault Armor Rate of Fire Mitigation 10%

Special: System Message: Sends a system message to all group members. When this happens group members will hear a sound effect that indicates an incoming transmission from the group leader.

Mobility I (175,000 Squad Leader Experience)

Group Terrain Negotiation +25

Special: Group waypoint: A squad leader can enter in the location of a waypoint and send it to all group members. When this happens the group will be notified about an update to their datapad from the squad leader via system message.

Mobility II (250,000 Squad Leader Experience)

Group Burst Run Efficiency +25

Special: Sally Forth!: All group members form in a wedge formation and auto follow the squad leader. Entire group receives movement speed bonuses, like a free burst run. This skill isn't a forced march, any group member can break the formation if they wish, but no longer receives the bonuses to speed.

Mobility III (350,000 Squad Leader Experience)
Group Terrain Negotiation +25
Assault Armor Movement Mitigation 40%
Group Waypoint +1

Special: Radar Disruption: Squad Leader makes all group members disappear from enemy radar. The party must be within a 64 m range of the SL or else they will appear again on radar. When a party member engages in combat, the whole group breaks from radar silence. There is a long cool down on this ability.

Mobility IV (450,000 Squad Leader Experience)

Group Burst Run Efficiency +25
Group Movement Mitigation 5%
Group Waypoint +1

Special: Retreat!: Squad leader orders a retreat giving all party members a burstrun which is 10% faster then normal burst run. Group accuracy is decreased but they receive bonuses to avoiding incoming ranged attacks. This skill is very heavy on the squad leader and has a big cool down.

Strategy I (175,000 Squad Leader Experience)

Melee Defense +10
Ranged Defense +10

Special: Steady aim - All accuracy mods of group members are increased, this includes accuracy while standing, moving and aiming for 15 seconds.

Strategy II (250,000 Squad Leader Experience)

Melee Defense +10
Ranged Defense +10
Squad Stamina +5 - Decreases special attack action/mind costs of group members.
Assault Armor Accuracy Mitigation 30%

Strategy III (350,000 Squad Leader Experience)

Melee Defense +10
Ranged Defense +10

Special: Volley Fire: Squad Leader "paints" target with a visual icon above name of target. A system message will appear across all group members "Squad Leader (name) requires assistance against (enemy)!!" Anyone in the group who chooses to fire at the target receives damage and accuracy bonuses.

Strategy IV (450,000 Squad Leader Experience)

Melee Defense +15
Ranged Defense +15
Volley Fire Bonus +10
Assault Armor Accuracy Mitigation 40%
Squad Stamina +5

Leadership I (175,000 squad Leader Experience)

Leadership +5 - Leadership determines the ham costs, effectiveness and cool down of some squad leader specials. A strong leader will use less action and mind, increase the timer of certain specials and decrease the time before they are able to use it again.

Special: Group Name: Squad Leader is able to create a name for their group which displays over all group members.

Leadership II (250,000 Squad Leader Experience)
Group Melee Defense +10
Leadership +10

Skill: Form Up: This ability is used to clear the stunned and dizzy state of all group members.

Leadership III (350,000 Squad Leader Experience Experience)

Group Melee Defense +15
Leadership +10

Special: Rally: Increases group accuracy and defense against all state effects.

Leadership IV (450,000 Squad Leader Experience Experience)

E5 Carbine Certification
Leadership +15

Special: Boost Morale: Gives a small bonus to mind regeneration rate for a short time.

Tactics I (60,000 Combat Experience)

Group Ranged Accuracy +5

Tactics II (85,000 Combat Experience)

Group Ranged Accuracy +5
Group Ranged Defense +10

Tactics III (120,000 Combat Experience)

Group Ranged Accuracy +5
Group Ranged Speed +5

Special: Concentrate firepower!: Increases all group members chance of landing wounds and critical hits on enemies.

Tactics IV (150,000 Combat Experience)

Group Ranged Accuracy +5
Group Ranged Speed +5
Group Ranged Defense +15
Assault Armor Rate of Fire Mitigation 20%
Beam Rifle Certification

Special: Cover Fire: Squad Leader fires a cone effect attack which causes a penality to target's rate of fire and accuracy.

Master Squad Leader (340,000 Combat Experience)
Group Burst Run Efficiency +10
Group Melee Defense +5
Group Ranged Defense +5
Group Terrain Negotiation +10
Assault Armor Movement Mitigation 60%
Initimidator Pistol Certification

Special: Improved Form Up: Increases the effectiveness of form up, a squad leader can now remove intimidate and debuffs on group members.

Special: Artillery Barrage: When the SL uses this ability the overhead map will display with a 32m radius. Once the Squad Leader has selected the targetted area, a system message will display to all group members, "Warning, artillery strike immident!!". Borders will display around the blast radius (much like how housing works when first deployed). All group members have one minute to leave the blast range. Artillery strikes cause energy and heat damage, the bigger the group, the more damage is used. To balance this devastating ability it will be on a 60 minute timer and if the Squad Leader is incapped or killed before strike timer reaches 0, the strike is wasted.

Special: Assign Platoon: A squad leader can invite up to 4 other group leaders and form a platoon. Max number in a platoon is 40 players. Once a platoon is created, the Squad Leader and group leaders have access to a special platoon chat. This is perfect for big raiding parties. The Squad Leader skills do not work on the entire platoon, just their own group.



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


_scout_
Tue Apr 26, 2005 3:52 am
#5

How I see SL:

Primary Role: Player character control and coordination

The SL gains a various skills to aid, guide and lead the group. He can assign targets and waypoints to characters and can call in formations or commands where when the characters follows the command will receive various defensive or offensive short time buff.

Secondary Role: Crowd Control

The SL secondary role is crowd control, his player character coordinating abilities already influence the effectiveness of his group his direct offensive and defensive skills are to either single out a target make it more vulnerable to attacks from his group or affect larger groups and hinder the attack or movement abilities of his opponents.

Just as loos ideas in addition to the already mentioned ideas:

  • Novice SL can add two to the group, at each tier 4 skill another and at master another 2, so a MSL would max groupsize would be 16


  • /assigntarget:
  • marks a target for all ppl in his group to attack this target, queueable, the SL can give a que of up to 4 targets.
    This is to coordinate the attack of all pl in his group.

  • /asignsinglewaypoint /asigngroupwaypoint:
  • the SL can give out a WP just by clicking on his radar either to a single groupmember or to the whole group

  • /charge:
  • offense buff, defense debuff, short burstrun with high speed

  • /retreat:
  • offense debuff, defense buff, long burstrun with lower speed

  • /volleyfire:
  • the SL forces the next attack of anykind from each member of his group to hit his current target, the other characters return to fire to their previous attack after this. MSL only.

  • /suppressionfire:
  • this special adds an posture down (high percentage)/ ensnare (medium pecentage) and an KD or root (low percentage) change the next attack of all group members

  • /forumup:
  • removes stats from all group members, the more skillboxes the SL has the more stats he can remove, at MSL he should be able to remove most of the attacks (root, stun, dizzy, intimidated, ensnared, KD but NOT blind, poison, disease ... , I think you get the point).

  • /formations:
  • advancing in SL the SL gains different attack or defense formations, which give offense or defensive bonus. Each character gets a WP to where he should advance to get into the formation (needs to be within a certain radius), while keeping in formation the bonus apply, if all groupmembers follow the commmand another bonnus is added to reward teamwork, at higher skills the MSL can have "moving" formations, the restrictions to fit into exact position are less restrictive and the WP are updated when the SL move.

  • Metagroups (or better see platoon idea):
    A MSL can have four SL (must have at least one tier 4 skill) in his group.
    with /sys he sends out a /sys msg to all SL in his group, but not to his squad or the group of one of the sub leaders
    with /squad he reaches his own group including the SL in his group
    with /platoon he reaches all in his group as well all in the sub groups of the SL ins his group.
    Only Subgroups, no sub-sub groups.




.



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Yeraze
Tue Apr 26, 2005 6:33 am
#6

Or just look here

And to think, Thunderheart started that thread 1 year & 3 weeks ago, April 6th 2004. That's just sad. 19 pages of ideas, and not a single one implemented in over a year. Hell, not even a dev response in there either (I think).

Message Edited by Yeraze on 04-26-2005 08:34 AM



Rebel Colonel Date Sunrunner
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Master Squad Leader - The True Jedi of SWG.
Master Carbineer
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Fidgiter
Tue Apr 26, 2005 6:44 am
#7

I think a good place to start will be to exert pressure to drop the NDA on the SL Concept that didn't make the cut. Several Correspondents "In the Know" seemed dissapointed that it didn't make it out of Concept. I would speculate that would make it a good foundation to work off of.



Mayor Feliz, RSO Commanding Officer
FidgitCo Construction, Droid and Starships
Furnishing the Galaxy since September 2003
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RenKesson
Tue Apr 26, 2005 6:58 am
#8

Primary Role:


In combat buffer. Group members gain benefits from passive and selected buffs such as (but not limited to) increased ranged accuracy, melee speed, movement speed, terrain negotiation, Action/Mind regeneration, and Cover. The benefits a Master Squad Leader provides should allow his team to tackle obstacles which would normally overpower them. Many Squad Leader abilities should be largely situational in that they should provide powerful buffs to group members, but their usefulness should be dependent upon the current situation (eg. Retreat! shouldn't require specific criteria be met for it to be used, but when it is used, it should all but guarantee that the party escapes the encounter without any casualties).


On a less stat-based slant, Squad Leaders should have the ability to "flag" targets and create group waypoints to more easily coordinate his group's actions. VolleyFire is not needed. Replace it with an ability that creates a visible effect around a designated target, and provides some accuracy/damage bonuses from group members against that target. Forcing players to attack a specific target for one round is not a helpful action, nor is it always appreciated by players. A "flagging" ability achieves the same goal of clearly indicating which target the group should concentrate its fire on, and leaves the choice to follow those orders up to the individual group members themselves.



Secondary Role:


Crowd control. The Squad Leader should have the ability to protect his group mates (especially less combat-oriented members like Doctors, Combat Medics, etc.)from heavy offensive fire. The Squad Leader's CC abilities should not be specifically geared towards all-around positional crowd control(like the carbineer), or damage debuffing (like the pistoleer); rather it should be geared towards protecting a single target at a time. A ranged Taunt would be a good use for this, as well as the ability to provide perhaps a very short duration (30 to 60 seconds) damage reduction buff to keep that "squishy" alive in tough situations. The Squad Leader is self-sacrificing, and the ability to draw an opponent from one gorupmember onto himself should be a non-negotiable.



I'm not going to create my idea of what the Squad Leader profession tree should look like. There are many ideas out there, and I think it's better to keep to general rules and guidelines, rather than get our hopes up asking for specific abilities in such and such a skill box.



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
Loki_Ashaman
Tue Apr 26, 2005 7:42 am
#9






RenKesson wrote:

Primary Role:


*snip*






Hmm, that gives me some ideas:


Take Point: The Squad Leader designates a target as the Point Man in an offensive operation. /TakePoint is a short term (30 seconds? 1 minute?), single target buff that increases the targets Hate generation. Alternatively, this ability could be coded as a group buff to funnel a percentage of everyone in the groups Hate generation through the target. Basic premise is in an SL lead group, the tank doesn't lose aggro to the Doctor.


Officer On-Deck [Master Squad Leader]: Normally the Squad Leader tries to minimize his visibility as the ranking officer, most notably to not draw the attention of snipers, but sometimes the situation demands that everyone knows who is in charge. /OfficerOnDeck is a short term self buff, for the duration of the buff the success chance of all Squad Leader specials is increased (Rally, Formup, Volley Fire, Steady Aim, etc), the Action-Mind costs of those specials are reduced along with the warm-up and cool down. This boost in Leadership comes at the cost of everyone knowing who you are: the Squad Leaders Hate generation is significantly increased (x2? x3? Set amount of Hate over Time?) in PvE, in PvP the SL is always first for Target Next Enemy and Target Next Enemy Player (with all the silly particle affects in the CU, maybe we could have a glow or a free Faction Symbol Holo activated).






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Mardius Ashalar, Commissar: Commander of the Daishi
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"A pilot without his attitude is just some guy" - TomoRainer


Sny_theWookiee
Tue Apr 26, 2005 9:03 am
#10

I like the ideas. i realy like what blackferne said those ideas are very good. but i think that adding as many people to a single group is to much maybe be able to add 2 more people but post CU there will not be much need for having 16 in a group. It would be usful for pvp and a new solo group. i love the idea of grouping groups i have wanted that for a long time now.




_______/¯¯¯¯'-=<:{ Sny }:>=-'¯¯'-=<:{ Egove }:>=-'¯¯¯¯\\_______
\¯¯¯¯\\_________Squad leader\_/¯¯\_/Master Pikeman_________/¯¯¯¯¯/
¯\___/¯¯¯¯\____/¯¯¯¯¯'-=<:{ GSA }:>=-'¯¯¯¯¯\______/¯¯¯¯\___/¯
\_____/¯~¯\______/¯~¯\____/

InfluenzaSWTA
Tue Apr 26, 2005 3:44 pm
#11

There's a myriad of outstanding ideas in the thread Yeraze linked to. I'm still particularly fond of my proposal (naturally ).



---------
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blackgunz
Tue Apr 26, 2005 6:48 pm
#12

Even though im not exactly a squad leader... I tried it on the CU/R/B, and must I say, that was some of the best times - im defently taking up m rifles, msl, cm 4000 after curb

Primary Role: Group Support
Secondary Role: Trimary Healer

Novice: Abilitys - Abilitys: system message to group, 10% less cost to factioned items from a recruiter, bacta toss
+10 group general accuracy
+5 group general melee defense
+5 group general ranged defense

Line 1: Group Offensive Tactics

1/x/x/x: Volley Firing - Abilitys: Volley Fire (all ranged group members will fire a normal ranged shot [at no action cost to the group members] a selected target of the squad leaders choice
+5 group general accuracy

2/x/x/x: Steady Aim - Abilitiys: Steady Aim (doubles group members accuracy for 1 attack) - Improved Volley Fire (all ranged group members will fire their current shot at the target of the squad leaders choice)
+5 group general speed

3/x/x/x: Fire at Will! - Abilitys: Fire at will (group members will fire 5 very fast shots at their current target, at the expense of accuracy) Improved Steady Aim (doubles group members accuracy for 2 attacks)
+10 group general accuracy

4/x/x/x: Charge! - Abilitys: Charge (gives all group members a bonus to movement speed, as well to damage and accuracy)
+10 group general speed
Beam Rifle Certification
Warmaster (politicians, go find your own title )

Line 2: Group Defensive Tactics

x/1/x/x: Hold the line - Abilitys: Hold the line (all group members may not move untill the ability is canceled, but while in the effect, gives a very high bonus to defense. If the squad leader dies, the ability is cancelled)
+5 group ranged defense

x/2/x/x: Rally - Abilitys: Rally (all group members near the squad leader get a bonus to defense)
+5 group melee defense

x/3/x/x: Retreat! - Abilitys: Retreat (gives all group members a large bonus to speed, as well as large defense bonuses, but will cripple all group members accuracy and damage abilitys, and will use up all of the squad leaders remaining ability points) Improved Hold the line: (all group members may not move untill the ability is canceled, but while in effect, it will give a very high bonus to defenses, and as well as accuracy. If the squad leader is killed, the effect is canceled)
+10 group ranged defense

x/4/x/x: Scramble - Abilitys: Scramble (makes all group members invisible on radar and on screen untill they preform any kind of action, this takes 100% of the squad leader's action and mind) Improved Rally (all group members near the squad leader get a bonus to defense and weapon speed)
+10 group melee defense
Flare Pistol Certification
Battlefield Coordnator

Line 3: Healing Support

x/x/1/x: Drag - Abilitys: Drag incaped player

x/x/2/x: Battlefield tending - Abilitys: heal wound

x/x/3/x: Instant Recovery - Abilitys: remove incap (this will allow a squad leader to automaticly bring back a group member from incap)

x/x/4/x: Long Range Healing - Abilitys: Improved Bacta Toss
Field Commander

Line 4: Formations (all of these are activated and dont stop draining away from your action untill you turn them off, if you cancel one of these effects, each have a minute recharge before you may use them again)

x/x/x/1: Hold up - Abilitys: Hold up (makes group members immune to dizzy and stun - has a medium action drain on the squad leader)

x/x/x/2: Charge Breaker - Abilitys: Charge Break (all attacks done by group members have a small chance of putting a snare on the opponet - has a large action drain)

x/x/x/3: Healing Directions - Abilitys: Improved Healing (healing is 50% more effective in the squad leaders group - medium action cost)

x/x/x/4: Staggering - Abilitys: Staggered formations (area of affect attacks have a very good chance to miss - low action cost)
Some kind of carbine certification, haha
Title: Strategist

Master Squad Leader - Abilitys: Advanced Volley Fire (This will do a very large ammount of damage to a selected opponent) Advanced Hold the line (You may not move while this is in effect, but it will give alot of accuracy, defense, and as well, no action costs) Brutal Fighting (This will make your group members very resistant to knockdown, and give bonuses to health regenration, and a bonus to damage - this has a huge amount of action cost [as in you wont be able to use this for more than 10 seconds]
Intimidator Pistol Certification

Just dabble some assualt armor stuff in there, haha

There are my thoughts

Message Edited by blackgunz on 04-26-2005 06:49 PM



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Sny_theWookiee
Tue Apr 26, 2005 7:56 pm
#13

i like your ideas




_______/¯¯¯¯'-=<:{ Sny }:>=-'¯¯'-=<:{ Egove }:>=-'¯¯¯¯\\_______
\¯¯¯¯\\_________Squad leader\_/¯¯\_/Master Pikeman_________/¯¯¯¯¯/
¯\___/¯¯¯¯\____/¯¯¯¯¯'-=<:{ GSA }:>=-'¯¯¯¯¯\______/¯¯¯¯\___/¯
\_____/¯~¯\______/¯~¯\____/

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