Squad Leader Archive
Thread: Proposed Fixed Squad Leader Skill Tree
Okay, it's obvious the Squad leader skill tree needs a bit of work. Probably some reorganization. I've given this some thought and have come up with what I believe is a fairly decent proposal for a new, improved Squad Leader skill tree.
Novice Squad Leader:
Sysgroup like now, but also give this command an auditory signal, like a beep or ping. Making it a different color would also be nice.
+5 each to the following skills: Group General Combat Accuracy, Group General Combat Speed, Group General Combat Defense.
10% reduction in the cost of faction perks. It makes far more sense that the Squad Leader should have this skill than the Smuggler.
Mobility 1: +25 each to Group Terrain Negotiation and Group Burst Run Efficiency.
Mobility 2: +25 each to Group Terrain Negotiation and Group Burst Run Efficiency.
Mobility 3:Gain Command /Charge (retreat renamed so it doesn't sound so whimpy) and reduce the HAM cost of this maneuver by about 50% so it doesn't completely kill the SL and can be used after combat has been going for a little bit. Can counter the lowered SL HAM cost by making the rest of the party take a small HAM hit (about 50-100 points or so).
Mobility 4: +25% Overall Group Speed. This is passive.
Strategy 1: Gain command /Form Up. Make this also effective against Intimidation.
Strategy 2: Gain Command: /Guard. This places a member of the squad under protection that would provide a small chance (maybe 10%) that an attack directed at them would be diverted randomly to another member of the group. This would help to protect non-combatants like medics. Obviously you can't /guard yourself.
Strategy 3: Gain Command /Boost Morale. Change boost morale to equalize HAM pools, not wounds.
Strategy 4: Increase /guard percentile chance of diversion to 20%. May guard one additional group meber.
Leadership 1: +5 each to Group General Combat Accuracy, Group General Combat Defense, and Group Knockdown Defense.
Leadership 2: +5 each to Group General Combat Accuracy, Group General Combat Defense, and Group General Combat Speed.
Leadership 3: +10 each to Group General Combat Accuracy, Group General Combat Defense, and Group Knockdown Defense.
Leadership 4: +10 each to Group General Combat Accuracy, Group General Combat Defense, and Group General Combat Speed.
Tactics 1: Gain command /VolleyFire. This would be changed to make the entire party automatically /assist the SL andselect the given target.
Tactics 2: Gain Command /Steady Aim. +20 Steady Aim
Tactics 3: Gain Command /Rally. +20 Rally.
Tactics 4:Gain Command:/FocusFire. This makes the group's damage concentrate automatically on whichever pool is currently lowest for the target.
Master Squad Leader:
+10 each to General Group Combat Accuracy, General Group Combat Speed, General Group Combat Defense, Group Knockdown Defense,Group Terrain Negotiation, Group Burst Run Efficiency, Rally, and Steady Aim.
25% reduction in cost of all faction perks.
Also, all members of a group with a master squad leader would get a 5% bonus to all combat related experience.
you do realize that the bonuses given in skill trees are percentages, right?
your proposed changes would makeany group practically invincible, and not even at master level.
See the big thread on this:
http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=1072
Hmm, I like his ideas on Formations, only lets make it a 30 second delay before you can changed formations again. I don't like some of the other stuff he suggest as much, though. Let's try this:
Sysgroup like now, but also give this command an auditory signal, like a beep or ping. Making it a different color would also be nice.
10% reduction in the cost of faction perks. It makes far more sense that the Squad Leader should have this skill than the Smuggler.
Mobility 1: Terrain Guidance
+25 each to Group Terrain Negotiation and Group Burst Run Efficiency.
Mobility 2:Tactical Movement
Gain Formation: Marching Formation. +10% Overall Group Speed while active.
Mobility 3: Combat Maneuverability
Gain Command /Charge (retreat renamed so it doesn't sound so whimpy) and reduce the HAM cost of this maneuver by about 50% so it doesn't completely kill the SL and can be used after combat has been going for a little bit. Can counter the lowered SL HAM cost by making the rest of the party take a small HAM hit (about 50-100 points or so).
Mobility 4: Improved Tactical Movement
Gain Formation: Improved Marching Formation. +25% Overall Group Speed while active.
Strategy 1: Basic Formations.
Gain Formation: Defensive Formation. +10 ranged defense while active.
Gain Formation: Ranged Offensive Formation. +10 to General Ranged Accuracy while active.
Strategy 2: Specialized Formations
Gain Formation:Assault Formation. +10 Melee Defense, +5 Zero Range Combat Accuracy
Gain Formation:Stealth Formation. Allows the use of the /ambush command. Entire group must be in cover to activate.
Gain Command: /Ambush. Damage mod x2, HAM costs all x 1.5 (additional HAM cost for SL), Attackspeed x 1.5. 10% chance each to stun,dizzy, and intimidate, +5% per member of group. Acts like a sneak attack, so targets must be unaware and has a chance to negate. Entire group fires weapons for damage and wound chances, but chances to Intimidate, dizzy or stun are calculated once for the SL only.
Strategy 3:ImprovedBasicFormations
Gain Formation: Improved Defensive Formation. +20Ranged Defense While active.
Gain Formation: Improved Offensive Formation. +15General Ranged Accuracy, +10 General Ranged Speed while active.
Strategy 4: Improved Specialized Formations
Gain Formation: ImrpovedAssault Formation. +15 Melee Defense, +10 Zero Range accuracy while active.
Gain Formation: Imrpoved Stealth Formation. As Stealth Formation, but grants the entire group the ability to crawl while in cover.
Gain Command: /Ambush2. As Ambush 1, except that the HAM costs are increased to x2, the Attack speed modifier is increased to x2, and the SL's additional HAM cost is increased by 50%. Grants an area of effect of 2 meters +1 per three group members (so up to an 8 meter radius attack) good for both damage/wound chances, and special effects on the target(s).
Leadership1: Basic Leadership
Gain command /Form Up. Make this also effective against Intimidation.
Leadership2:Combat Leadership
Gain Command: /Guard. This places a member of the squad under protection that would provide a small chance (maybe 10%) that an attack directed at them would be diverted randomly to another member of the group. This would help to protect non-combatants like medics. Obviously you can't /guard yourself.
Leadership 3: Decisive Leadership
Gain Command /Boost Morale. Change boost morale to equalize HAM pools, not wounds.
Leadership 4:Veteran Leadership
Increase /guard percentile chance of diversion to 20%. May guard one additional group meber.
Tactics 1: Battlefield Tactics
Gain command /VolleyFire. This would be changed to make the entire party automatically /assist the SL andselect the given target.
Tactics 2: Commando Tactics
Gain Command /Takegroupcover. When activated costs about twice what take cover normally costs, but causes the whole group to dive to the ground and imediately take cover if successful. Only impliment this if they fix take cover so that it actually benefits you in any way.
Tactics 3: Counter Tactics.
Grants the group a +10 passive bonus to defense against special abilities such as knockdown and Intimidate.
Tactics 4: Unconventional Tactics
Gain Command:/FocusFire. This makes the group's damage concentrate automatically on whichever pool is currently lowest for the target.
Master Squad Leader:
Gain Formation: Field Base. Grants a bonus of 10% to healing, and allows entertainers to heal battle fatigue at a camp as if it were a cantina. Can only be activated in a camp that belongs to the squad leader. Alternately, this could be a camp schematic available to the Master Squad leader.
25% reduction in cost of all faction perks.
Also, all members of a group with a master squad leader would get a 5% bonus to all combat related experience.
Let me know what you think.
Oh, and we should probably rename /Volleyfire to /Grouptarget or something like that to more accurately reflect it's purpose.
only thing i can say is.....UNBALANCED!!
bad idea but the numbers are too high
o you you forgot a few things your list was tring to get....
Tactics I: a new command "kick the crap out of everthing" it will do just what it says
Tactics II: +100,000 to the :kick the crap out of everything" command
Tactics III: add a new "everyone in the group is a Dark Jedi" command it will increase everyones HP by 20,000 and give them lightsabers
Tactics IV: new command "God Mode" with this command the whole group will be able to call down the power fo the heavens.
Anymore outragious ideas???