Squad Leader Archive

Thread: thoughts and ideals for squad leaders have a look they are cool hint hint

maxblast
Mon Nov 03, 2003 4:51 pm
#1

Okay here we go after playing this game since beta i finally took this proffession out for a spin around the block. yep you guessed it the holocron told me so lol. But, to say the least i have been curious about it. thats the good part of the holocrons brings in new blood and some new prospectives to issues concernig i believe that was the hope of some of the devs too . that expierenced players could generate a more open ended view of a proffession that they haven't played and compare it to the ones they have.


Squad leader is a true morph profession, matter of fact only the entertainer class can compete at its level for interaction with other players online. I say boo-hoo on anyone saying to remove this proffesion. It is a difficult thing to master not in the sense of skill or progression in your skillboxes but just the logistics of handleing a group to achieve a goal. squad leader mastery goes beyond a simple box saying your a master squad leader. therein lies the problem of fixing this proffession. as a squad leader you are presented with unquie problems which you have to solve ninja looters, things of that nature so we need some types of skills to help us promote a sense of fair play besides giving people the boot. somthing that i dread doing. but what are you suppose to do when you get 6 or 7 tells this so and so is doing this or that .


So my first suggetion is give us a set of displinary actions that can be done without booting the person. May seem useless at first glance to have these skills but would serve as a deterent from people taking advantage of a unexpecting group and its members but yet add some flexiabilty with some people just being newbs to group play and ruining there game expierence by getting the boot . Besides it tiresome to warn group member your being a bozo.


1, a command warning that makes itso the person can't loot for x amount of time.


2. some type of counter showing how many times a person has looted


this would also make it easier for a squad leader to group people more effectivly enticeing people of fair play and knowing they are being treated equally of course there are always people ready to take avantage of situations player beware as always.


skill trees from left to right the terrain bonus and movement bonus are hard to judge if working correctly the only thing i notice is me as the squad leader can litteraly run like the wind i can leave my entire group in the dust matter of fact i let a master ranger get ahead of me 100 meters and i ran him down with ease so i don't know if the bonus are not working on the group as a whole or if its server lag or what the problem is there but hey i like it the only thing that can keep up with me is my pet lol.


steady aim this should be put on a timer uses to much ham to continue callling it and the fact that its generally only useful if you have newbs and non masters in group best solution is just put it on timer to hard to gauge if it works correctly when its only for one round especially when you have a group aggro on you .


volley fire needs to have a mutiplier associated with it or if it does it needs to be jacked up a bit considering how much ham this command costs.


also in this tree i like to see a crtical hit bonus added for npcs simliar to the one like the scout and ranger one but this one for non creatures . hmm this is a good ideal hint hint


the third tree and fourth tree is where i jump ship and head for fantsy land hehe. because i know the devs wouldn't let me turn my squad into a bunch of rambos. but what the heck i gotta try to swing this by them. okay i must say that since the devs are dead set on not letting charcters gain more ham and secondary stats through progression. i though maybe this could be a alternative even though they think they got a enough buff related proffessions but lets just face reality here ther is just not enough ways to get buffs and be able to substain ther effects espsieally for newbs and intermediate players without cash thats life in swg.


1. form up is a good skill but lets face it only appliable in certain situations which are few and far between but i use it once in awhile so just leave it alone no sense in dismantleing a skill that can be used.


2 boost morale never had used it, couldn't even contemplat the nitmare that would cause in a group of but the closest of friends on a imp or rebel raid besides camp and medics can fix those situations. so its just a extreme emergency skill aplicable to certain situation even then pulling the triger on it would be diffcult because the effect isnot really that positive. boost morale should be change to a buff period (entering fantsy land warning).it should be split into boost morale 1 and boost morale 2. first box third tree fourth box third tree. effects should be boost morale 1 all hambars rasied by 200 set on a timer to be determined i think like 15 to 30 minutes according to ham costs boost morale2 should boost all secondary stats by 200 and set on a timer 15 to 30 minutes.


also since form up is not used that often it could be moved to the novice skill box as far as the defensive bonus i haven't gotten a clue to whether that works or not just leave it in it looks good.


finally the row for rally and retreat interesting ideals but are they useful hmmwell lets takle retreat first again here this is a skill that is only used on occasion even then it mainly in the rebel vs imp battle where the odds become overwhelming ie facing six at sts better have a exit stratgey. so we can just leave that one alone never know when it'll be useful.


rallly is difficult to gage on its effectiveness it seems to work but yet there are people that don't like it ie higher level charcters that have good armor seem to say bahh. so again i would propose to split this to two different levels box 1 and box four rally1 i propose would causea negation of armor and resitance stats onnpcs and creatures ie would change to zero for a few rounds and put on a timer wher you could only use it every so many seconds ie like knockdown. rally 2 would negate the efectts of the damage mutilpler taken for charcters using certain weapons like rifles carbines things like thatand as a bonus while under rally2 you couldn't be dbed.


again the defensive range mutiplier is hard to gauge if its effective because the make of a group makes it hard to see its true effects but again it looks good so just leave it .


on a final thought i tried my best to diversife this proffesion as best as i could to make it more elite elite type class which in nature it truly is . it has a place in swg just getting it there will take some time but i think with the new rally ideals it would make for more of a interesting time and stragety wise. it would definetly change pvp battle i think this new form of squad leader would give a group a percieve advantage yet still be acceptable to the devs. as awalys all thoughts and suggestions are welcome good luck and happy hunting to all future squad leaders.

blackplastick
Mon Nov 03, 2003 7:36 pm
#2

A good disciplinary action could be denying a grouped player access to your squad leader mods and buffs. I have wished to be able to do this time and time again.




-------------------------------------------------------------------------------------------------
In-Game:
Newb
Newb-


RESTUSS SUPERMALL 5290 6426 - 250m north of Restuss Starport
-------------------------------------------------------------------------------------------------
ob194
Mon Nov 03, 2003 9:39 pm
#3

"finally the row for rally and retreat interesting ideals but are they useful hmmwell lets takle retreat first again here this is a skill that is only used on occasion even then it mainly in the rebel vs imp battle where the odds become overwhelming ie facing six at sts better have a exit stratgey. so we can just leave that one alone never know when it'll be useful."


I plan on using this as an offensive weapon in PvP, once I get the skill.



Good post, if a bit long, but I don't mind.


I especially liked your idea of putting /steadyaim on a timer. 7-10 seconds would do nicely. The HAM requirements would assure that it wasn't spammed. (or they could leave the skill as it is and lower the HAM so it can be spammed, but I prefer the former idea. :robottongue




-ob
Page 1 of 1
Previous Next