Squad Leader Archive
Thread: DEV ADVICE: FIX and IMPLEMENT the Leadership Skill Mod
1.) The argument over "multiple squad leaders" and "squad leaders as group leaders" is a very heated one. On one side of the equation, you have the people that are genuinely worried about overstacking and overpowered buffs as a result of unmitigated dabblers providing full strength buffs to the Squad, just as a Master Squad Leader would. Under the present system, there is nothing to distinguish or discourage, and the potency of a Squad Leader with only one box would be the same as a Master of the Profession. If an intelligent group of PVPers mix and match their dabbling trees in Squad Leader, each could take only a few boxes at a very small loss of skill points to create a nightmare scenario where vastly overpowered groups dominate and unbalance combat in the game.
On the other hand, those who are against this ideology do have some valid points as well. For starters, fully "honorable" Squad Leaders could be placed in a situation where there aren't enough groups to go around. They still want to contribute to their team and use their skills, and they should be able to do so in some capacity without a restriction. Imagine, for example, being a Master Doctor in a group where only one Doctor could heal the group at a time. If there is already a Doctor in the group, we would all probably be very frustrated at our inability to play our chosen profession effectively. Honestly, I think this was the main consideration of the Devs when they suggested allowing multiple squad leaders in a group and not requiring the squad leader to be the group leader.
This solution would solve or mitigate both of these problems. For those who are scared of the unbalancing effects and subsequent nerfs that could come if the existing system is abused, mitigation would be in place to ensure that "1337-d00d" dabblers with only a couple boxes in Squad Leader would receive minimal buff power. The unbalancing nightmare would be solved, because the gap between potential exploiters and legitimate dabblers would be closed tremendously. Most of the people who would abuse this system are the ones who are in it for their own glory. They would not be the sort to sacrifice massive chunks of their template to assist the group in powerful ways.
For those who believe that there should be multiple squad leaders in a group and that the squad leader should not have to be the group leader, implementation of this system would allow you to argue from much stronger "footing," as it were. The unbalancing argument would be largely diffused, thereby making it a simple question of ideology. While I do honestly believe that the Squad Leader should be the Group Leader, with possible seconds or thirds in command listed, I am willing to suspend my logic in the interest of a fun playing experience for the entire community. I think you would find that many more people would be willing to comrpomise in this fashion, as well.
2.) Switching to this system would open the door for a restoration of "Squad Leader Experience" like we have not yet seen. By comparing and contrasting ourselves and our proposed skill to the existing professions and skills of Doctor / Medic / Combat Medic, we could very easily argue to implement an identical method of acquiring our unique experience once again. Healing professions acquire experience by actively healing / curing people in their group who are fighting against NPC's. When the NPC dies, the healer receives the same amount of healing experience that a fighter of the same combat level would receive for killing the NPC with a certain weapon type. Squad Leader Experience could be re-implemented using the exact same system. Those who we buff in combat who subsequently kill a target would provide SL XP equal to what a medic would get for healing them. We would use a system that is already built and implemented in the game, thereby making the transition very easy.
3.) The high-end game that most professions know would be opened to our profession formally. I'm talking, of course, about all of the tweaking that goes hand in hand with high-end PVPers and PVE players, who meticulously balance out their "food menu," BE'd clothing, and Skill-Enhancing Attachments for lethal combinations. Being that the Devs are clearly having problems fixing such issues as the Volley Fire, GTN, and Steady Aim skill tapes, one would think that introducing + Leadership tapes (a single mod) would be relatively easy and effective. Those Squad Leaders who want to take their profession to the extremes would be able to do so with newly implemented foods for Chefs, Bio-Engineered tailored goods for Tailors and Skill-Enhancing Attachments that would bump our potency above and beyond the current effectiveness ranges of Master Squad Leader. Presently, our effectiveness as Squad Leaders ends when we reach the Master Box. This would add "end-game" diversity and items for us to quest over, barter over, tweak and implement in new and creative ways. The most dilligent SL's would be rewarded for their end-game persistence at becoming the most capable Squad Leaders possible.
4.) Those who want to be actual Squad Leaders would still be able to help their group by applying buffs. One would guess that most "honorable" dabblers would probably take at least a full tree in Squad Leader to be effective, so points could be allocated so that one full tree more or less represents 25% of the over all effectiveness of the profession. Their contributions would still be noticeable while not deflating the potency of those who go all the way (and should thus be recognized) as Master Squad Leaders.
I am not going to pretend that I know every intricacy of managing a game like Star Wars Galaxies. As such, I would leave final decisions to the Dev team for balanced implementation of this system, with careful monitoring of diminishing returns and such to ensure that no one individual becomes grossly overpowered. The innate +10 Leadership received by Human characters should be balanced so that it is noticeable yet negligible in its effectiveness. There is nothing that says any other race should be a less effective leader, though we humans do seem to have a knack for pulling people together beneath troubling circumstances.
Master Squad Leader: +25 Leadership
Box 3: +15 Leadership Box 3: +15 Leadership Box 3: +15 Leadership Box 3: +15 Leadership
Box 2: +10 Leadership Box 2: +10 Leadership Box 2: +10 Leadership Box 2: +10 Leadership
Box 1: +05 Leadership Box 1: +05 Leadership Box 1: +05 Leadership Box 1: +05 Leadership
Master Squad Leader: +25 Leadership
Box 3: +15 Mobility Box 3: +15 Strategy Box 3: +15 Guidance Box 3: +15 Tactics
Box 2: +10 Mobility Box 2: +10 Strategy Box 2: +10 Guidance Box 2: +10 Tactics
Box 1: +05 Mobility Box 1: +05 Strategy Box 1: +05 Guidance Box 1: +05 Tactics
A system like this could give even more foods / tailored goods / SEA's for us to play with, as there would be many different skill mods to play around with. Personally, I think this sort of complication might be counterproductive, however. I'm a big fan of "KISS."
Message Edited by ObsidianWrath on 09-07-2005 11:04 PM
Message Edited by ObsidianWrath on 09-08-2005 06:45 AM
Message Edited by ObsidianWrath on 09-08-2005 06:45 AM
Message Edited by ObsidianWrath on 09-08-2005 06:47 AM
I personally /sign at the version where every box simply as a +xy on leadership.
The second version, while perhaps being nice with the modifications _Scout_ proposes, somehow sounds somewhat counterproductive to me. I admit that i haven't calculated it through yet, but i just "feel" like the first solution of yours is the perfect way to go for the buff system. ![]()
I still support the idea of limiting charge, retreat, verbal assault, combat feint, called shot, paint target and rally point to the group leader position. But this is just a minor enhancement, the proposed system here is what we really need.
Message Edited by BlueGlowy on 09-08-2005 09:06 AM
Message Edited by BlueGlowy on 09-08-2005 10:24 AM
/signed... I love your idea as usual! Devs should listen to you and other VETERAN MSLs' proposals. Screw those newcoming SLs. I don't have any good ideas simply cuz I'm just new and inexperienced
But your idea is what I was hoping to see SL to become what I had envisioned SL to be.
As LAST resort based on current TC that I noticed about called shot that is basically a modifier on every skill box. If Devs won't change called shot mods and will not add leadership and other modifiers that you mentioned abovethen human leadership +10 should be converted to called shot +10 so the human trait can become useful once again than keeping leadership inert forever..
Newcomming SL's will be SL's none the less, agree or disagree, their opinions matter. This proposal to me includes very well all sides, as in it doesnt realy take a side. Atleast the bulk of it needs to be considered by the devs for balancing reasons alone since it sort of sums upmost of our concerns and feedback. What realy interested me was the possibility of a comeback for actual SL xp, think we all had our fill of pistols by now and they're dead on that the new structure almost begs to have it in place again. Since those grinding out SL wont have to be the group leader, they could spend their time useing squad leader abilities and learning their profession along the way to master instead of trying to keep up with all the heavy hitterstakeing pot shots with cheap pistols.
The other thing that I'm hanging on is the possibility of new SEA's or converting current ones to apply. I can wear all the clothes and armor I can fit but somehow I still feel naked since I'm pretty much built for support and most of my food/drinks I use to keep my action and mind bars up and to make my heals more effective. On a side note, I think we're starting to jell here and it's getting to be more constructive. Hopefully they take a gander this way and towards the tc forum to see what these folks have been comming up with.
BadChef wrote:
Newcomming SL's will be SL's none the less, agree or disagree, their opinions matter.