Squad Leader Archive
Thread: Jedi gets two patches, Squad Leader Cant get a cracker
irott wrote:
You do bring up an important point though. Defense vs Offense.
What sort of skills would be usefull in a offensive strike against a base or a city?
What sort of skills would be usefull to defend a base or city?
How would you define the role of a SWG Squad Leader?
Leaders are great personalities! They inspire those who follow them and they bring out the inner strengths of their followers.
But there are 2 different kinds of Leaders:
Military Leaders
Social Leader
What is the difference?
The difference is that a Militarry leader leads by action and excemple to accomplish a military goal through martial might while a social Leader is by his simple prescence already an Inspiration for others.
Can Social leaders be Squad leaders?
There Leaders like Mob Bosses, or Corporate leaders, or political Movements.
What makes a Squad Leader a Squad Leader? The Squad!
Now, what is the difference between a squad and a group of peoplle int he same Number?
A squad is a military trained unit assigned to accomplish a specific task.
So, what does than mean for us here? What does it mean for the above excemples?
The Mob Boss: Leading by force and Cunning, he may be a military leader in the field and his action are decided by rather martial commands.
He fights a war that no one perceives to be a war, but his enemies. So, albeit not being a Squad Leader in the original sense, he could still be considered a Squad Leader in SWG.
The Corporate leader: He does not lead by excemple, he leads by power. He is the leader, because he either founded the corporation or because he got elected. People follow him out of fear. Fear not to get paid, fear to lose their social status....
So, given the definition of a Squad Leader, he would not be considered to be a SL, especially not in SWG.
The Politician: well, to make it short: there is already a politician Profession in SWG.
So, that leaves us with Military commanders and militant Mob Bosses as a template for the Squad leader in SWG.
What defines them?
- They lead by excemple. If they cannot accomplish a task on teir own, how could they ask any of their Members to do it?
- They inspire with their prescence! Many Squad Leaders are know for their abilities within the lower ranks and having that Person standing with you in the field will make you lose some of your fear, will bolster your confidence.
- They are trained in warfare and modern weapons. They are trained in Strategy and tactics. Years of experience in field bolsterd their abilities. They are battle hardend veterans.
- It is the most distincive ability of a Squad Leader to quickly react to the tides of the battle and their followers will react without hesitation to their commands.
What are the things you like about the Squad Leader profession? IE, what should be kept in the profession?
Personally, i like the terrain negotiation, the /rally command, the /formUp command, the ranged and melee defense bonuses, the /sysGroup Message
What are the things that you think should be dropped from the current configuration of the profession?
There currently is nothing that should be dropped from the profession (they got rather few abilities in the first place). But a lot of things need tweaking or rightout fixing.
Also, some new abilites have to be introduced to create a moore Squad leader like feel to the Squad leader.
What are the things that you think are good in the current state of the Squad Leader profession, but could be better?
Easy to answer: /boostMorale, /volleyFire, /steadyAim
They are great ideas to start with, but the implementation lacks and soon hits its limits.
/boostMorale: Balacing the wouds of the group is a nice feature, but serves no specific purpose during battle, other than combating the immideate damages from diseases.
Chaning it to balance damage from all group members sounds more feasible, but also sound ultimately more powerful. A balance has to be found here (maybe a 10 min. timer on /boostMorale).
/volleyFire: There would be only one reason for a squad Leader to use such an ability: To call targets. With the current system (one randam attack, then everybody switches back to their previous targts) this is simply not possible in a convenient manner.
The commando should be changed to work as follows: By using the command, the squad leader immideately, changes the target of every group member to his current target, clearing all their Combat queues (to prevent them from snapping back on their old target). During snapping to their new target, a random pool attack is unleashed with a slight damage modifier.
/steadyAim: With its implementation as a group /aim it is simply not feasible. The squad leader would have to foregoe all his attack to maintain the accuracy of his group. /steadyAim should be on a timer, providing a steady bonus. Personally i think a duration of 30 seconds with a timer of 45 seconds would be feasible.
What kind of relationship do you think Squad Leaders should have in the Galactic Civil war?
Well, surprisingly this question is easy to answer but hard to formulate.
The quick answer would be: They should be the architects of Warfare. The designers of military force.
I will try to explain it more thoroughly:
Squad leaders should be the focal point of Military Startegy and tactics. They should be the ones that make a military unit out of a ragtag bunch of fighters.
They make soldiers out of warriors.
With a Sqaud leader in battle the whole battlefield should have a lot moremilitary feel and flow:
- Squad Leaders should be able to set up trenches and or fortifications.
- They should be able to utilize artillery.
- They should be able to plan a strategy prior to the combat
While many of these things can be achieved through teamwork and training without a squad leader, the squad leader profession should a convenient tool to utilize these actions.
More on that on my TOP 5 on the skill tree.
If you designed the Squad Leader Profession, post your Top 5 Skill ideas for each Skill tree:
Novice Box
Basic introducion in Group coordination:
/sysGroup command, +10 Group Bonus to Defense vs Intimidate (the inspiring prescence of the leader bolsters the mind of all members)
Mobility
This is the tree that governs the overal mobility of the squad.
1 Group Terrain Negotiation +25
2 Group Terrain Negotiation +25
3 /forcedMarch command (works exactly like the old /retreat command)
4 /airLift command. The squad Leader designates the starting and end coordinates (e.g. /airlift 1200 3400 -800 2300). The system generates a waypoint for all Group members. 10 minutes after the command was issued a Dropship lands. By double clicking on it (over a tme of 30 seconds), the group gets shuttlesd to the target designation (with a nice Dropship animation like with the stormtrooper squads)
Tier 4 might be hard to realize with coding, though, but it would be a great benefit to the group and it shoudl work only on the same planet, of course.
Strategy
This is the tree that governs the Plannings and Preparation abilities of the Squad.
1 /assignFunction command. This command colorizes the targeted individual on the radar specific to its function (healer, support, subleader) (e.g. /assignFuntion "name" healer).
2 /strategicMap command. This command summons an overhead map, similar to the one used placing structures. This map should be zoomable and would be used to easily creat waypoints and monitor the movements of your own as well as opposing forces.
3 /entrench Command. This command creates a visible, specified area (a trench) that confers additional bonuses to ranged defense. It is immobile and can easily be removed like a camp. It does not cofer any Healing bonuses and does not allow the use of entertainer healing.
4 /fieldBase command. This command creates a visible specified area (a fortified encampment) that confers additional bonuses to ranged and melee defense (more bonuses than a simple entenchment. It required 5 mins to set it up.
Leadership
This is the Tree that governs morale modifiers, direct commands and inspiration.
1 Group Defense vs Intimidate +5; /formUp command
2 Group Defense vs Intimidate +5; /steadyAim (providing a steady bonus over 30 seconds, like mentioned above)
3 Group Defense vs Intimidate +10; /volleyFire (without a fail chance and in the new system, mentioned above)
4 Group Defense vs Intimidate +10; /boostMorale (on damage, with the new 10 min timer)
Tactics
1 Group Ranged defense +10; /rally. This command would have seen a major change. It would vreate a waypoint for all groupmembers to rally at.
2 Group Melee Defense +10; /formUp command (it should be usable, while the Squad leader is Stunned or dizzied)
3 Group Ranged Defense +15;
4 Group Melee Defense +15; /artilleryStrike1. This command call an AE attack on a specified area (using the overhead map from the /strategicMap command). A random Pool high damage attack, able to dispatch an unarmored, unbuffed opponent with ease.
Master Box
Group Ranged Defense +5
Group Melee defense +5
Group Defense vs Intimidate +20
/artilleryStrike2. This is a command like the first version, but larger area covered and more damaging than AS1
/bunker. This command creates a small bunker complex with 2 tiurret slots for small and medium turrets. If the bunker is disbanded, the turrets are lost. Other than that it offers the same benefits as the /fieldBase command.
That wont do, Doctors and Medics would have a fit. Leave that stuff to the docs, They have to master Medic and go up a few more boxes just to cure it. And considering the CMs poisins potency are super high, do to stacking and what not, i say just leave it to the docs
Therascalking3 wrote:
listen to inquisitor cuz those a very good ideas and well planned.
just a few comments:
-you have /formup twice i believe so make something new
-add a defense vs. more states especially something like knockdown (idea is that the leader would be there to pick you up although a slight stretch i think it works)
-and maybe defense vs mindpoison stuff although that should be different in the combat rebalance so who knows
and a comment on the air strike:
while i think it is a cool idea i think it is taking things too far so we might need to rethink the concept
kamikze_one wrote:
That wont do, Doctors and Medics would have a fit. Leave that stuff to the docs, They have to master Medic and go up a few more boxes just to cure it. And considering the CMs poisins potency are super high, do to stacking and what not, i say just leave it to the docs
I agree. So far these have all been awesome ideas except for curing the mind poison. Most likely and solid PvP group will have a doctor on the team anyway, so they should be able to heal it for you. The only way to justify this would be to have Medic as a requirement for SL, and that just isn't realistic (or a good idea).