Squad Leader Archive

Thread: Suggestions for future SL skills

TK933
Mon Nov 03, 2003 6:03 pm
#1

#1 Mostly a good suggestion. I am opposed to making SL's a pupeteer class, but your suggestion has merrit. A tgt Que where the Squad leader designates targets and when a target goes down the next tgt in the que is automatically targeted. The volley fire command should que the target and put a volley fire state onit that lasts for a few seconds. Players would be responsible for changing to the target (a smiple tab to get to the next target in the que and a fire command would be all that would be requried) then for every hit scored on the target witht he volley fire state extra damage is done. Say, 50 points added to the weapon damage.



#3 Is one of the best ideas I have seen in a while. Buff secondary stats based on your level. start with say +25 to all stats per level. Just being in a group with a squad leader should make specials more efficient is a very good point. It would also be easier for combat types to put on all that armor.


"Having problems putting on all that armor? Join my squad. I will show you the proper way to wear it and correct any defiencies you have. I can help you with those special moves you learned from that weapon master. You know all the stances, but sometimes you just get lazy or tired. I will be there to make sure you are performing at peak efficiency! Snuffy, get that rifle up! Hold that grip a little tighter, yes I know we've been fighting for three hours, suck it up soldier. Don't die for the Emperor, make those bastards die for their rebellion."

demoritus
Mon Nov 03, 2003 6:52 pm
#2

Thats something i'd really like to see- an SL bonus that lowers group encumberance. That would make the group better overall, and you wouldnt need those buffs as much. The doctors's buffs would probably be enough, as their stats would be at their normal values if they were grouped with a master sl, and the groups HAM bars would be regenerating faster with their full composite..





/end ramble.




Bounty Hunter of the Corellian Riverlands.

GrimWeasel
Tue Nov 04, 2003 1:35 am
#3

Cpt. Vem, I hope you're reading this, since I was hoping you could forward this thread.


I talked to the ppl in my PA, and have compiled this list of stuff an SL should be able to do. I'd appreciate other's input/critiques on my suggestions.



Since a SL's purpose is forming several individuals into a single, efficient,combat unit, I propose the following:


1. Ability to direct fire. Currently this skill
(volleyfire) only allows for one shot to be directed.
Should our command be able direct your fire for a time
duration, like rally? That way you automatically get
the next target designation once a creature dies. If
so, the individual should be able to interupt the
aiming for the command duration (i.e. Tooth can choose
to change his target from the one I designate at any
time, and will not have targets designated for him
again, until I issue the command again).

2. Terrain navigation bonuses are good, and I'd like
them to stay.

3. An organized fighting force should benefit in
terms of efficiency. I'm thinking a bonus to our
2ndary stats, independent of buffs. I think a lower
level one for the use rate, and a higher level for the
regen rate would be nice. Not much, mind you. Maybe
50-100. That way, being in a group is a buff.

4. Since people are going to be working more
efficiently, all personal skills/abilities should be
more efficient. Perhaps bonuses for healing group
members or commanding group pets?
5. Squad members should be in close proximity to the
SL to use bonuses. Maybe 100m? This will help curb
abuse, which is one of the reasons they don't want us
having too good of abilities in the 1st place.


Thx all.

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