Squad Leader Archive
Thread: This may be a worthwhile post.
I've seen TH post around here a couple of times. Great now I have to change my underpants. Anyways, I feal obligated to bring this idea back to the front page. Namely the idea about the bunker. I know, I know, it's an old topic, but we really could have gone someplace with it if we would have had some designer responses.
An outline of "the idea" and responses to it:
- Squad Leaders get the ability to make bunkers that provide passive bonuses to things like accuracy and defence.
- Some say that this would take away from the ranger class. Others submit that, because it has no healing mods, crafting stations, or other things associated with camps, there would be no conflict.
- A third idea was that these "bunkers" are simply SL-made modifications that can be added to ranger camps.
My ideas:
I'm all for it. If we limit what it does (only provides mods, doesn't allow things like healing or pet-calling) it will ride tandom with ranger camps. Since something like this would require metal, it would enhance the beloved player-run economy. This, combined with the adjusting/fixing of other skills, and the tweeking of xp, could make a squad leader into a viable skill tree, with more than just the wits and wisdom of the player to back up the title of Squad Leader.
P.S.
This is all the brainchild of (I think) Swiftblue, so cudos to him. ![]()
Wow, creepy...
Well you know what they say: great minds think alike. ![]()
I forgot to add that the idea of turrets has been tossed out. I would't agree with this addition, unless they were a new, weaker, type of turret. They'd be too powerful otherwise.