Squad Leader Archive

Thread: New ideas and tweaks

MailekEOC
Fri Dec 17, 2004 11:56 pm
#1

/salute

Just trying to get some more discussing going to pass this time to the CU.

Rally - It should be tweaked so you get a big accuracy boost and defense boost against all state effects. This should not boost ranged or melee defense though. Skill lasts for 1 minute and on 30 second timer to prevent spamming.

Boost Morale - This should boost your secondary skills Focus and Willpower based on percent and not a fixed amount. Skill lasts for 2 minutes and on a 30 second timer.

Form Up - This should move to the master box and have the ability to clear intimidate, stun and dizzy. Form up is a very important skill for SLs in this period and probably post CU, so this has to be earned.

Stay Sharp - A new ability which increases the group's general weapon speeds (perhaps +5) and increases the chance to wound opponents. This lasts for 1.5 minutes and on a 45 second timer.

Leadership must play an important role to the squad leader in the revamp. The Leadership branch should take a new type of XP, leadership. This would be very similiar to how combat xp is gained through the other classes, at a much slower rate. Makes sense since becoming a true leader takes a lot of time, knowledge of tactics, especially on the battlefield.

Squad Leader XP needs a complete revamp, it is just way to easy to gain now. I would even be happy if it went back to the old amount. Instead of it being just the SLs damage, include the group damage output. So cut SL XP to more then half of what it is now.

Also there needs to be a return of the Leadership skill mod. This was in the beta from what I hear, and humans get a species bonus to it. Leadership should play a number of factors. It is used to unlock the more powerful skills in the tree, to lower fail rates, increase effectiveness reduce the HAM costs of specials.

Leadership 1 - Rally



Agent: PHANTOM

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


MailekEOC
Sat Dec 18, 2004 12:55 am
#2

/salute

Just trying to get some more discussing going to pass this time to the CURB.

Rally - This should give an accuracy and defense boost against all state effects. Ranged and melee defense do not receive bonuses. Skill lasts for 30 seconds and on 45 second timer to prevent spamming.

Boost Morale - This should boost your secondary skills Focus and Willpower based on percent and not a fixed amount. Skill lasts for 2 minutes and on a 45 second timer.

Form Up - This should move to the master box and have the ability to clear intimidate, stun and dizzy. Form up is a very important skill for SLs in this period and probably post CU, so this has to be earned.

Stay Sharp - A new ability which increases the group's general weapon speeds (perhaps +5) and increases the chance to wound opponents. This lasts for 1.5 minutes and on a 45 second timer.

Leadership must play an important role to the squad leader in the revamp. The Leadership branch should take a new type of XP, leadership. This would be very similiar to how combat xp is gained through the other classes, at a much slower rate. Makes sense since becoming a true leader takes a lot of time, knowledge of tactics, especially on the battlefield.

Squad Leader XP needs a complete revamp, it is just way to easy to gain now. I would even be happy if it went back to the old amount. Instead of it being just the SLs damage, include the group damage output. So cut SL XP to more then half of what it is now.

Also there needs to be a return of the Leadership skill mod. This was in the beta from what I hear, and humans get a species bonus to it. Leadership should play a number of factors. It is used to unlock the more powerful skills in the tree, to lower fail rates, increase effectiveness of specials.

Leadership 1 - Rally
+5 Leadership

Leadership 2 - +5 Leadership - Increased Rally success rate, increased def vs states, increased accuracy, +5 seconds to timer, -5 seconds to cool down.

Leadership 3 - Stay Sharp
+10 Leadership - Increased Rally success rate, increased def vs states, increased accuracy, +10 seconds to timer, -10 seconds to cool down.

Leadership 4 - Boost Morale
+5 Leadership - Increased Rally success rate, increased def vs states, increased accuracy, +5 seconds to timer, -5 seconds to cool down.
- Increased Stay Sharp success rate, increased wound chance, + 5 seconds to timer, -5 seconds to cool down.

Master Squad Leader - Form Up
+ 15 Leadership - Increased Rally success rate, group members can drag incapped, harvest/loot, increased def vs states, increased accuracy +15 seconds to timer, -15 seconds to cool down.
- Increased Stay Sharp success rate, increased wound chance, +15 seconds to timer, -15 seconds to cool down.
- Increased Boost Morale success rate, increased % to focus/willpower, +15 seconds to timer, -15 seconds to cool down.

As you slowly progress up this tier, you get even better, at Master Level you have enough leadership to have a 95% success rate to using your specials, they last longer, can be used faster and the bonuses are improved. A veteran squad leader should be able to manage these skills depending on the situation. Human squad leaders would never fail any specials at master level and have a small boost above non humans.

So what do you all think of doing the leadership tree like this in the revamp? I think its a perfect way to fix issues with SL, one being around since launch.

Message Edited by MailekEOC on

Message Edited by MailekEOC on 12-18-2004 04:38 AM



Agent: PHANTOM

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


MailekEOC
Sat Dec 18, 2004 12:56 am
#3

sorry this double posted by mistake, read the other thread.



Agent: PHANTOM

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


Blamj
Sat Dec 18, 2004 2:26 pm
#4

Actually I prefer the original intent of Boost Morale.

Boost Morale as said before basically made a giant party ham..

If I were hit for 100 points and my squad leader had boost morale running..

And if I were in a group of 10. Everyone would only take 10 damage. But through it doesn't apply to ham cost.
MailekEOC
Sat Dec 18, 2004 2:32 pm
#5

Another idea that SLs could have is the ability to drag incapped players away from the "hot zone".



Agent: PHANTOM

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


Matheo
Sun Dec 19, 2004 3:14 pm
#6

there are some great ideas, it would be nice if they used some towards the SL revamp, hope something good happens.



~Matheo Lupo~
Proud member of Raging Storm (RAGE)
Corpral of the Rebel Army
Squad Leader & Rifleman, Master Marksman
Blackferne
Mon Dec 20, 2004 8:41 am
#7

Quick comment before I bolt to go to work, what if they split /formup into two differnt specials.


/formup clears dizzy and stun


/Advancedformup clears dizzy, stun, intimidate and blind


Have teh first one earlt and the second one at master.





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


MailekEOC
Mon Dec 20, 2004 4:06 pm
#8

That is a cool idea for sure, most interesting.



Agent: PHANTOM

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


shenlong4626
Tue Dec 21, 2004 6:46 am
#9

Medics have the ability to Drag Incapped players, so I suggest bringing a medic with you =)



Kreeoth Mogrona(Bria)
Sai'umi Skydark(Bria)

Master Medic / Novice Scout / Master Doctor / Master Bio Engineer
Master Tailor / Master Image Designer / Novice Armorsmith / Novice Artisan/ Novice Entertainer
Blackferne
Tue Dec 21, 2004 3:59 pm
#10






MailekEOC wrote:

Boost Morale - This should boost your secondary skills Focus and Willpower based on percent and not a fixed amount. Skill lasts for 2 minutes and on a 45 second timer.

Also there needs to be a return of the Leadership skill mod. This was in the beta from what I hear, and humans get a species bonus to it. Leadership should play a number of factors. It is used to unlock the more powerful skills in the tree, to lower fail rates, increase effectiveness of specials.





Okay I like the boos morale. A brief bonus to secondaries wou,d be great, but I also like what it currently does. Maybe a different Skill that doe sthe boost like "Motivate" or something.


As for the Leadership Skill Mod I am leary of any species having a natural advantage in combat. I don't want anyone to say, I shouldn't be an SL because I'm a squid.





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


MailekEOC
Tue Dec 21, 2004 6:41 pm
#11

Humans need to have it though cause it is a perk. It wouldn't make a huge difference in combat, just slightly. Similiar to how Mon Cal's have a bonus to weapon crafting, but that doesn't hurt other species.



Agent: PHANTOM

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


MailekEOC
Tue Dec 21, 2004 6:58 pm
#12

Here is a few other things to consider:


When a covert SL uses any SL specials, they should get a TEF. It just isn't fair having someone able to clear stun/dizzy and other players not being able to stop that.


Another thing I thought of is this. When an SL falls in battle via a death blow, all passives should get deactivated. By doing this your team will be encouraged to get you back into the battle quickly. There have been times when I would die and nobody in my group would give me a res, too busy using our defenses to stack with their own to care. Some SLs may disagree saying that we would have a giant X above our heads. I welcome the idea though, more strategy involved and tactics too.


Any comments?



Agent: PHANTOM

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


Blackferne
Tue Dec 21, 2004 7:14 pm
#13

Well on the TEF thing, I'd like that whole system change to begin with, so I'm not sure how I feel about that.


Ad I agree when the SL goes down, all abilities should go with is.



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


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