Squad Leader Archive
Thread: Proposed ideas for squad leaders.
Other than, "fix the skills that exist," here are some ideas I had for the profession that I want to keep. I've always been group oriented, and I think with a good fix, this will be a good class to have. If not, well, I like making pies.
Some things to fix:
Volley fire failed five times in a row for me yesterday, even though I have strategy IV and will never get any better at it. When it did hit, it did less than my regular old standard /attack, even though I had two ranged people in the group. It's supposed to take down tough things, but that obviously wasn't it. Maybe make it count as an /overcharge1 for everyone in the group, or modify it so that it's /volleyfire action, /volleyfire health and /volleyfire mind allowing the squad leader to pick a pool to shoot at. Also, make it succeed more.
Retreat: It's a good skill I think, the only problem is even in a small group, it sucks my action and mind for 900+ points. And I'm supposed to use this when the battle is bad? Who has 900 action and mind by the time the fighting is bad. I guess I should decide two shots in that the fight is unwinnable.
Boost morale: A bad skill all around. I don't have it yet, but I don't know anyone that uses it. Not to mention, it makes little sense. In Saving Private Ryan, the captain didn't heal one guy's leg by wacking another guy in the knee cap. Plus if I'm a doctor that can heal 100 wounds a shot, why would I want three guys with 33 wounds a piece instead of one guy with 100? Not sure how that boosts morale either. Boost morale to mee sounds like an increase in the mind pool as if spirits are lifted.
Rally: Another constantly failing skill. I fail more than I succeed with it, even out of combat. And when it does work, can't revive people, drag players or harvest. Why that would be, I don't know.
Some things I'd like to see added:
It seems to me that a lot of the other "masters" get something cool. Weaponsmiths can make weapons non-masters can't, commandos get cool abilities like flamecone 2 (I assume that's cool), creature handlers get the +1 additional pets plus higher max totals, and squad leaders get... tiny additions to small bonuses. So here is my idea: /pindown. Pindown would basically be a group knockdown like chargeshot or underhanded shot. A volley of fire would keep the target pinned down for a while, lowering its defenses and making it impossible to move. During this time medics could drag farther, shots would be more accurate and the mob's accuracy would be greatly reduced along with not being able to move. This would sure beat a +5 to melee defense.
/coverfire. Basically this would be like a whole squad version of a ranger's rescue and a marksman's warning shot. The squad leader would target a party member and use /coverfire, this would free that character of attacking mobs. It would be great for a character being overwhelmed, or for that commando that's being eaten alive by melee types. This skill could fall somewhere in the tactics line.
Medical use: 5. I've always seen squad leaders as jacks of all trades. They should know a little of something. If combat medics can get burst run efficiency and terrain negotiation, I don't see how the ability to treat damage is out of the question for squad leaders. It could be a perk for say mobility II. This small perk would allow SLs to use simple stimpack As and Bs without novice medic.
/dowse. This would fall under the mobility line, perhaps at mobility IV. Basically it puts out an character that's on fire. It makes sense for a squad leader since it would take a group effort to do it without being burned.
That's all the ideas I have for now. Although considering squad leaders have to have survival IV, I wouldn't mind seeing something tent related for them, like digging foxholes, or throwing down sandbags, or the bunker idea some people have mentioned.
Just some thoughts from someone that wants to see Squad Leaders be something great and not willing to give up on it yet.