Squad Leader Archive

Thread: Squad Leader Top 10 Questions

DiLune
Mon Jan 26, 2004 3:42 pm
#1

This is a Dev exercise and since Thulium is somewhat AWOL I figured I'd help out. Please leave the whining at home because no one wants to read "We've done this before." Pretend you haven't and pretend it isn't on 20 other threads.


What are the Squad Leader Top 10 questions. TH is going to give us answers so lets make it good and keep it concise.
TyrenLyonadus
Mon Jan 26, 2004 3:57 pm
#2

The only question that comes to my mind is: Why doesn't Volleyfire EVER work?





Death to the Alliance! Long live the Imperium of Man!
TK933
Mon Jan 26, 2004 4:17 pm
#3

1. When will squad leaders be getting revamped?


2. Will the new skills/abilities be worth the expenditure of skill points or will we still be a novice profession masquarading as an elite profession?


3. Uh...What did you do with Thullium?



Yeraze
Mon Jan 26, 2004 4:46 pm
#4

Why do we have Survival 4 as a pre-requisite, yet we get no bonuses or schematics for camps?

Why is ranged support 4 a requirement, when we get no weapon certifications or special attacks?



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
Madrox
Mon Jan 26, 2004 6:02 pm
#5

In no particular order of importance:

1) Could we get something more at Novice?

2) Could we get something more at Master?

3) Could we get more "passive" group stat modifiers?(Run Speed, defense, HAM reduction, dodge, etc)

4) Could camps be made more useful? A Squad Base or Squad Camp with special functions(Battle Fatigue?), or perhaps letting it allow combat mode?

5) Could we get a "forced" group auto-follow command so that the group automatically follows the SL?

6) Could it be possible for more than 1 SL to get exp, or if not exp, then allow them to issue SL commands too(multiple SL stacking defenses is probably overpowered, but commands might not be)

7) Could we get Squad Leader or Group mission terminals? Even with current mission terminals giving out higher-level missions, with large groups it's just too easy. Missions with high level mobs and/or MANY more spawns would be nice(creature & humanoid missions please!)

8) Could we "flag" or "highlight" a target in someway, or something to change the target of the group for more than 1 round like Volly Fire?

9) Could we get a temporary group Center of Being-like effect for a charge or other situation

10) Could we get PvP/GCW enchancements? A rank system? Command of more NPC soldiers? Special PvP gun-emplacements(E-Web or grenade launcher?) or bunkers[could fit in with camp question]? Reduced cost on bases or turrets? Turret/mine placement or repair? More group formations(Line, Column, Wedge, V, Circle, Block, Ranks-ranged in back, melee up front)?
Madrox
Mon Jan 26, 2004 6:10 pm
#6

PS-Any timetable on the Squad Leader Revamp?

The Feburary publish?

The March publish?

The super-mega-all-combat-profession publish that's guaranteed to have a lot of problems and/or barely scratch the surface on those professions?
DiLune
Mon Jan 26, 2004 7:08 pm
#7

Here's my question on SL as it currently stands: Why is it necessary for SL abilities to fail?
irott
Mon Jan 26, 2004 9:22 pm
#8

Wow thanks for doing this Dilune... After seeing the pikeman post I thought about doing the same.






1. What is/was the leadership skill mod supposed to do? And will it play a part in future Squad Leader incarnations?


2. Do the volly fire/steady aim bonus skill mods add a reduced chance to fail or do they increase the damage? speed?


3. How do the devs see the profession in a developmental state? Does it look like a daunting task, since Squad Leaders have such a broad range of potential directions to go?




[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

Ivon
Mon Jan 26, 2004 9:32 pm
#9

my question as a future squad leader would be...


1: why do you, the DEVS, think squad leaderis a good/bad choice for a profession?


2: when are squad leaders getting revamped


3: whydo commands even have a chanceto fail (at least at master)?


4: why are the ham costs the way they are?


5: why do squad leaders need survival exp?


6: are u going to increase passive abilities?


7: uhh.. i think thats it




-Hi
Seclus
Tue Jan 27, 2004 5:41 am
#10

1. When will Squadleader startFeeling likean elite profession?


2. Have you ever read the information we post in these forms?


3. Do you think we have good ideas or are we way off on how we percive the proffession to be compared to devs?


4. If all proffessins are being revamped will a SL beable to compete against the other proffessions in terms of groupusefullness?


5.What is the best idea you like from our posts?(and why it is)


6. what is your least liked idea from our posts?(and why it is)


7. why does it seem like you are avoiding/ delaying/ waiting till last to deal withthe SLprofession.(explain why not or why you are)


well i think that covers al the question I really want to know





"Death to those who oppose the cause!" Captain Eugine Ravenwood
Landorin
Tue Jan 27, 2004 6:12 am
#11

1) Rally fails a LOT (just failed 10 times in a row yesterday and my mind was gone by then), is it working as intended?



2) When will the group commands return to the game? I speak of commands such as /group notify harvest and such (/group and its sub commands were disabled months ago because they didn't always work).
Landorin
Tue Jan 27, 2004 6:20 am
#12

An addition:


Speaking of those /group commands, in case they make it back into the game the devs should consider whether they should only be available to Squad Leaders or to any non-SL group leader.

In any case those commands were really useful in beta (when they were working ), I would be happy to get an answer about this issue.
electricnomad
Tue Jan 27, 2004 8:58 am
#13

I want the same question answered for every profession:



What is the Devs' vision and mission statement for this profession?




It all starts there.




"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

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