Squad Leader Archive

Thread: Role Designation

Thulium
Sat Dec 06, 2003 3:02 pm
#1

Honestly, Idoubt we could talk the devs into THAT many different designations, but I'm going to throw everything at them that I can. But you did a great job of putting it all together, thanks! On the whole, I'm a big fan of this concept and it's one I've included into the next Top 5.



NarCranor
Sun Dec 07, 2003 1:53 am
#2

I know I have done this in a few various threads, but I figured ive re-typed the same ideas enough times that perhaps I should just give it it's own thread and spew them all out in detail. Basic concept here is that role-designation gets its own tree (perhaps replacing the mobility tree or something else) or is combined with another tree, and at each skill box, you get 1-3 additional roles that you as a SL can designate. Its also possible (since there are so many professions) To simply give 1-2 roles per box in ALL boxes.



The only rules here are that to qualify for a role designation, you have to meet a profession requirement (have novice box for that profession) and you can only hold one designation at a time. (You cant be the field medic AND point man)



With that said, here are the list of designations ive thought up, and the classes they go with, profession first, then role designation title, then description:


Architect: Military Engineer: Unlocks the ability to createa few wartime buildings/tents such as the field hospital, mess hall, and bridges. These structures are primarily for construction on battlefields, and can last the entirity of a battle. Perhaps some of the structures (like bridges) can be used for PVP or PVE outside battlefields.


Armorsmith: Combat Engineer: Unlocks the ability to create small defensive structures such as trenches, sandbags, barricades or shield units that are immobile.


Carbineer: Cover-Fire Specialist: Is able to use the"cover-fire" ability, which, when you target your teammate currently under attack, removes the aggro from him, and forces the target to a prone posture (though the target can immediately stand back up) This attack does no damage to the target.


Chef: Mess Hall Specialist: Chefs are now able to distribute food with a /distribute command to all group members or /distribute <name> to a specific member. This allows them to hand out food without using a trade window (which is a pain in mid combat) If there is a mess hall specialist, any food distributed by them should be able to be consumed with a /eat command, instead of having to open inventory.


Creature Handler: Wrangler: Allows the CH to deploy an additional creature.


Dancer: USO Show: I know it needs a new name, heh, but basically they would gain the ability to heal BF in the field while camped.


Doctor: Field Surgeon: reduces HAM cost for revive, makes revive possible on a battlefield.


Droid Engineer: Field Mechanic: Is able to repair broken or destroyed droids more quickly. Can drag droids to a safe location to repair them.


Fencer:


Merchant: Quarter-Master: Can access bazarrs via remote and have supplies air-dropped for a large HAM cost.


Musician: Bugler: Plays music while moving, adds a small movement bonus to both those on foot or mounted.


Pikeman:


Pistoleer:


Ranger: Point Man: Allows the ranger to scout ahead of the group. The entire group (or at least the SL) can see the point man's radar data on his own radar screen or map.


Rifleman: Sniper: All the rifleman's rifles have their range increased by half again. (so about 90+ meters)


Tailor: Uniform Designer: Allows Tailors to create uniforms for the entire team. These uniforms have severely low durability (like 1). Or they automatically dissapear when the group is disbanded.


Teras Kasi: Infiltrator: Is able to attack and kill one NPC without drawing aggro from any of its companions.


Swordsman:


Weaponsmith: Heavy Weapons Crew: Has the ability to place various manned turrets or gun emplacements such as EWEBs and golan and atgar laser batteries.


Image Designer: Tatoo Artist: Allows the image designer to give everyone a tatoo, they can pick from a variety of designs and different colors for those designs. The tatoo can fade after the group disbands.


Bio-Engineer: Field Scientist: Allows for larger DNA sampling, can give the group a "briefing" on any specific creature they are about to fight. Provides everyone with a +10 to hit bonus against that specific creature type for 60 seconds.


Bounty Hunter:


Combat Medic: Field Medic: Constantly reorganizes the group list to place those most damaged at the top of the list, places a floating red cross over their head so people can immediately see who to run to.


Commando: Heavy Weapon Specialist: Gets a bonus to fire any of the heavy weapons, and weapons placed by the heavy weapons crew.


Smuggler: Procurement Specialist: Is able to loot better items off of NPCs. Gets a higher instance of drops for all rare drops such as quest components, holocrons, data disks, etc.


If anyone has any ideas forFencer, Pikeman, Pistoleer, Swordsman,Bounty Hunter or any of the starting professions, please feel free to list them, along with any constructive criticism, or replacement abilities/titles.


I understand that it might not make sense for EVERY profession to have some kind of unlockable ability when with a squad leader. And I understand that many of you think that the non-combat professions should certainly not have abilities unlocked, but I think that they are the ones that have the most fun abilities.



I look forward to seeing everyone elses ideas on this.



Nar Cranor


Reeto (SL on tarquinas)


www.swnsu.com




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NarCranor
Mon Dec 08, 2003 1:15 pm
#3

I would never expect to get a role designation for every profession, but I figure if I ask for all of them, I might get 6 of them, which is what id be plenty happy with.



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Matadore
Tue Dec 09, 2003 11:52 am
#4

You obviously put a heck of a lot of time and thought into this. I think its a brilliant idea. Unfortunately it would also require a bunch of new code to develop. I have doubts that the devs would want to take on something so big, but I applaud your idea. The more I think about it, the more I believe this to be the best idea I've heard yet.


/salute





Kylekatemikaela
Corbantis - Squad Leader / Carbineer / Bounty Hunter
NarCranor
Sun Jan 18, 2004 3:31 pm
#5

Just thought id toss this thread a bump, since its been a monthsince its seen the front page.




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irott
Sun Jan 18, 2004 3:34 pm
#6

Thanks for bumping it.... I knew there was a post like this around somewhere but I couldnt find it.


I wanted to add it into the proposal list. I will do so now.




[irott and the full effect]
Master Squad Leader


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gando
Thu Feb 26, 2004 6:26 pm
#7

I like ithis idea alot! Thanks for bringing such wonderfull creativity to the field.
damocles88
Fri Feb 27, 2004 7:31 am
#8

Fantastic ideas!


Might I suggest for the combat professions you have no current specialization for something simple and appropriate such as:


Fencer: melee defense bonus due to preference for skilled defensive tactics.

Swordsman: melee damage or attack bonus due to preference for shock tactics.


etc, etc.



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Schardour
Sat Feb 28, 2004 7:06 am
#9

I can tell you right now that weapon ranges most likely will [i]not[/i] be increased, even in groups led by Squad Leaders. Riflemen have been pushing for this for a long time as a possible balancing of speed, power, and accuracy at various distances. It has so far been made clear that such changes won't take place anytime soon. Sorry

But I do like some of the ideas. The tattoo artist could be fun. I don't really see alot of ID's joining a large squad for any particular reason, but who knows!

Message Edited by Schardour on 02-28-2004 09:11 AM




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Fitzdraco
Sun Mar 21, 2004 6:23 pm
#10





If anyone has any ideas forFencer, Pikeman, Pistoleer, Swordsman,Bounty Hunter or any of the starting professions, please feel free to list them, along with any constructive criticism, or replacement abilities/titles.


I understand that it might not make sense for EVERY profession to have some kind of unlockable ability when with a squad leader. And I understand that many of you think that the non-combat professions should certainly not have abilities unlocked, but I think that they are the ones that have the most fun abilities.



I look forward to seeing everyone elses ideas on this.



Nar Cranor


Reeto (SL on tarquinas)


www.swnsu.com






Hope I'm not to late on this.


For the marksmen and brawler tree, you could do this at master or novice.


Bodyguard. You have a designated person you are supposed to protect. If that person is attacked and they are not attacking you respond by automaticly attacking whoever it was who targeted whomever you were protecting, after your que cycles. Brawlers would of course be less useful here.





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Carlin
Sirisandir
Tue Mar 23, 2004 10:00 am
#11

Very good work, this sounds good...but probbaly never implemented



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PanzerGR
Tue Mar 23, 2004 2:09 pm
#12

as ive stated before I am against this idea.


i Would rathe rgive SL more abilities themselves than have different types of bulky role designations.


I did not pick up SL so i could provide more content to other professions, thats basically it. Im here to lead, to have fun, to make more effective and fun groups, to get peopel together in comradary....and as i said overall just have fun as a group and to lead. I am NOT here to provide other players with mroe content for their own character.


some of these ros should be added to the professiosn themselves just by default. The armorsmith one for making defensive structures should go to Squad leader, if you ask me. We have the survival tree from Scout, we may as well get some use out of it by being able to craft such structures ourselves. Some of the "cover fire" moves are already int he game.....they are called KD and posture changing attacks and would be completely unnecessary to designate a role for these.



the point man idea should be available for EVERYONE. The Squad Leader would, and should, be able to designate ANYONE into the position of a point man to gain radar info ahead of the group. In vietnam the point man was whoever was up next in line to do that duty. The SL should be able to designate anyoen he wants. This role designation, as well as a few others, point out the limitations youd be placing on the SL himself if these were implemented. No ranger? cant have a point man. That makes NO sense.



in short it is a good idea, but i think it limits us, some proffs should have soem of these abilities by default anyway, some of these abilities should strictly be given to SL's, soem of them are plainly useless, and some we already really have if you have a good mix of peopel int he group. Id hate to see these role designations come out.....except for point-man which should be an SL ability to give to anyone int he group.






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NarCranor
Wed Mar 24, 2004 1:54 am
#13

Actually, I believe the last time thunderheart spoke to us, he said that he liked the idea of role designation. So who knows.



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