Squad Leader Archive
Thread: Squad Leader Mission Terminals???
One of the things that is lacking in SWGare complex dungeon crawls or other content that requires a large group of people to spend a concerted effort over a prolonged length of time to acheive some result. This game is not like EQ which has dungeons all over the place. Its terminal mission based. What I would like to suggest is we make the SL class accessible to complex mission for large groups with mission terminals similar to BH's. The missions would give us SL Mission experience and allow us to progess up the Missions tree where the challenges continue to increase and so do the benefits.
SL Mission 1 should be geared forgroups of 5 people who are all at around the novice elite/hybrid level and should take about 30 minutes to complete. Upon completing all of the required missions, everyone in your group gains a +X% exp bonus when your leading it.
SL Mission2 should be geared forgroups of 10 people who are all at around the 2ndlevelrung of elite/hybridprofessoinand should take about 1 hourto complete. Upon completing all of the required missions, everyone in your group gains a additional +X% exp bonus when your leading it.
SL Mission3 should be geared forgroups of 15 people who are all at around the 3rd level rung ofelite/hybridprofession and should take about 2 hoursto complete. Upon completing all of the required missions, everyone in your group gains a additional +X% exp bonus when your leading it.
SL Mission4 should be geared forgroups of 20 people who are all at around the 4th rung ofelite/hybridprofession and should take about 3 hoursto complete. Upon completing all of the required missions, everyone in your group gains a additional +X% exp bonus when your leading it.
Master SL Missions should be geared formultiple squads of20 people each who are all at around the Master level of theirelite/hybridprofession and should take about4 hoursto complete. Completion of these missions should result in some of the best items available in the game.
A Master SL would truly have to prove their abilities to attain that title, and they would be worth their weight in credits to any PA. Plus, I believe there would be a significant increase in the number of prospective SL's, creating a much moregroup oriented culture (in a positive way)then what is currently the case.
We would have to consolidatethe other skill trees to fit thisonein, but I am confident that can be managed.![]()
Duncaen Starstriker
Starsider
I would like to see Mission terminals implemented for us in some way, but how it goes in is still up for a good bit of discussion I am sure.
As for the game I do think there is a severe lack of quests and the like that make a game like this enjoyable. All that seems to be out there are one step destroy missions and simple delivery types. I realize they are big on the player crafted items but it would not hurt to have rewards likegloves and whatnot that give stat benefits. Heres to hoping we get some content soon.
I am not sure if what I posted was entirely clear. I woke up in the middle of the night and wrote it, yawn...
Please check out how the Bounty Hunter missions are done. BHhave a skill tree that they have to complete to make master BH. Its the Investigation Line, 1, 2, 3, 4. You have to completeBH Missions to gain BH experience to progress up the Investigation branch. At least, that's what my BH friend told me.
We would have to game Mission specific experience to progress up the Mission tree and would gain the benefits as we met the experience milestones. At mission level 1 you could only do level 1 missions. At level 2, you could only do level 2 missions, not 1, 3 or 4. At Master SL you could do any mission level you wanted to do, plus some very hi end, large raid stuff as well.
Duncaen Starstriker
Starsider
Sorry guys, I was out of town and just got back.
I am not sure what everyone else's game background is, but mine is EQ. Its one of the oldest and by far the most successful MMORG'sin existence right now. One of its strengths is the tremendous amount of content it has for small and large guilds to raid. This leads to some very exciting encounters with 30, 40, 50 or even 100 players at a time. The downside is the competition for spawn at the end game. Its rough goingwhen you spend an hour or two putting together 50 people from all over the worldto kill one rare spawn mob and another guild arrives and tries to leap frog your guild to take it from you. Then you dispute who gets the spawn and some guilds have good relations some of the GM's, while others have relations with others. It can get pretty political at times, withemotions running high on all of the servers. Soon some guilds will try to leap frog others at every opportunity. Some guild will kill rare spawns just to prevent other guilds from progressing into zones they are currently farming. Its pretty brutal and it takes a tremendous amount of personal time to compete at that level. More time then I can spend on a game.
SWG has decided to producemany ofits encounters through the use ofterminals. It is a bit mechanical compared to EQ, but I don't have to fight others for my spawn (usually). Unfortunately, the mission based encounters are currently very simplistic. You select a mission and up spawns a hive of bad creatures and your job is to kill them. As you increase in level, its basically the same drill withtougher mobs. Thereis no skill worth mentioning to complete these missions. There is really no need to put together a group unless your a squad leader or you just want to be sociable.
What they needto do is generate more complex encounters. Instead of spawning a hive, spawn a complete labrinth of nasty killers. Perhaps even a complete planet of them down the road. I also think they shouldstick to the mission concept to differentiate themselves from EQ. That way, they would not have to worry aboutcamp hoarding/competition of rare spawns. Any PA thatmeets the requirements can then schedule a time to do a raid and just summon it form the appopriate terminal.That way we can play the game and have a real life. From my experience with EQ, that would be awesome.
People will spend a couple hours to assemble for a large raid if they believe the leadership has its act together and they will eventually succeed. If you are going to have complex missions, you are going to need someone who can lead a team to complete them. By having aSLmission progression tree, you are in many ways validating that person's ability to succeed in it. They don't have to make these complex missions available only to SL's, but I think they should. That, or just get rid of the SL profession and replace it with something else. Otherwise you are going to have Master Squad Leaders running around without anyreal raidleadership experienceon their resumes. The title won't be worth the pixels used to proclaim it.
Let me finish by putting things in perspective for the SWG team. What do peopledo after theymax out their skill tree? They stop logging on... The bottom line is, if SWG does not create more complex content to keep its user base entertained,this gamewill eventually fail.
Duncaen Starstriker
Starsider
P.S. When a SL takes a mission that mission is LOCKED for them, others doing it will get nothing. I would love MULTI-SUQAD missions too.