Squad Leader Archive
Thread: SL outside of a Group
I do not suggest that the SL himsel be made Offensivily stronger (let his own passive bonuses and skills do that for him), but I loved the idea of the SL being /tougher/. I am not talking passive defences here or wanky defences (Stun resist, KD resist, ect...even though these would fit). But I am talking about giving the SL increased HAM with percentage bonuses through out his tree with master giving the biggest bonuses. This way you don't have that PvP twink who takes two rows of Rifleman, this row of TKA, taking this row of SL to get bonuses. Heck, only /give them/ as Master SL. Same thing can be done with /drasticly/ lowered HAM costs.
I suggest this as something that would add onto SL in and out of a group. The SL is suppost to be a grizzled veteran who has experiance and has survived past conflicts to raise above the rest to be a capable leader to the other troops making them better in combat under his leadership. By making said person tougher is something that most games do take in account for seasoned troops, usally called Veteran, Crack, and Elite. Since morale is not an issue in this game, those traits relate in another way, that the troop is 'tougher'.
The biggest complaint to this is that most feel it takes away for SL if they have solo capabilities. I counter this that this is a hybred profession with a large cost to the player.I am not asking to make SL over-balanced, but I do feel this is a aspect of SL that is over-looked.
Nice work Tom... exactly what I wanted to see.
As I posted in the other thread, the SL should only get personal skill mods if they are not a strict offensive/defensive bonus. I would like to see mods more along the line of alertness or general ranged aiming (those two are found in the ranged weapon support line, which every SL has).
I dissagree with this profession being a hybrid, or even an elite... its more along the lines of CH as CH is not an elite form of scout nor is it a hybrid. SL is a special type of profession that doesnt rely on weapons or stimpacks or resources... Its all about the skills. I guess its more like merchant. No one is only a merchant, they are some other crafting profession and use thier merchant skills as a tool. This is how everyone should be looking at SL, not your Main proffession but an extra set of skills to assist your group. Don't get me wrong, Im a SL forever, but everyone has their role; be it medic, rifleman ordancer (yes I have seen master dancer/master SLs before).
So instead of seeing a SL outside of a group as just a SL, remember they are another profession (or more) along with it. To many extra bonuses would make Squad Leader into a dabble class and to little (like the none we have now) makes those that play SL feel like they are not contributing to the combat except with the random /formup or /steadyaim here and there (though if we had more skills that were usefull this feeling might change).
hmmm
i think giving SL's a 15% HAM increase at Master SL would definately be soemhting unique and not too overpowered. This shoudl be worke doff base stat (buffs should nto be factored in)
so if i have 1k health at Master SL i would have 1150
that is not that much if an increase that i would be anywhere enar untouchable...but it may save me just that second longer than a squadmate.....which is exactly what SL is...a tougher more seasoned grunt.
Often times a hair of HAM is enough to save your skin if your team is doing well. I love this idea if i hit the concept correctly as to what you were trying to convey.
and if you make it Master then you will NOT get dabblers...SL grants literally no personal bonuses in combat and any PvP templates would not include SL just because of this, there isnt enough benefit to warrant mastering the skill. But to those of us who are true SL's, it means a lot.
This is without a doubt the best idea ive ever seen for a PERSONAL improvement to SL capability's and i highly recommend the Devs seriously consider this.
Thanks Panzer, and that is the idea I was trying to get across, specially the point that it would keep people from dabbling to get benifits.
Heck, to dare to go further lets consider a higher increase. Say you have a 1000 HAM Primary stats (if your human) your gonna have 400 HAM secondary stats. For argument sakes lets say you get a 50% increase, something the DEVs would never give. This increase would give you 1500 Primary HAM and 600 Secondary HAM. How outragous is that really? Can a TKA boost his own stats that high? Heck, I even heard (dunno if it is true or not) that Docs could even double buff themselves.
I agree that 50% is way to high, but a 25% might not be that far fetched for the DEVs to swallow. I think this is in line with the concept of SL and that it would help in and out of a group to give us better survivalbility.
Heck, let a master boost the whole groups HAM 50% and let the boost last for 30-45min.
I can see it now...."Selling Master SL HAM boost pst".
i dont think it should be a group benefit....because that steps ont he toes of doctors who get shafted enough as it is.
But i agree with it as a personal improvement and a bonus to master SL's who have proved their worth in the field. 25% HAM increase realyl woudnt be thta much either, although i do not know if the Devs would go for anythign over 20%.
but we do need soemthing...we ARE supposed to be tougher grunts and seasoned troopers. Our other abilities get that point across but this is just somehting that gets it across even more and if nothing else give sus true master SL's a reason for being master SL