Squad Leader Archive
Thread: Squad Leader Revamp: Easy addition... many directions
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ShadowLightning
Sun Sep 12, 2004 1:20 pm
#1
Squad Leader should provide addition bonuses to those that are the same profession as the Squad Leader. Does it not make sence that if the Squad Leader is a Commando, he would be able to provide better bonues to other commandos in the since he is himself.
Below is the list of mods that is needed to be added to all the Level IVboxes of each profession. When the Squad Leader has any of the boxes below, the group will received those bonuses.
Example: My Squad Leader is: Master SL, Ranger 0040 thus Master Scout and Carbineer 3004 thus Marksman 0044
In addition to the normal defense mods ... the group will receive:
+ Group Creature Harvesting (From Ranger)
+ Group Terrain Negotiation (From Scout)
+ Group Trapping (From Scout)
+ Group Creature Harvesting (From Scout)
+ Group Foraging (From Scout)
+ Group Trapping (From Scout)
+ Group Creature Harvesting (From Scout)
+ Group Foraging (From Scout)
+ Group Carbine Accracy while Moving (From Carbineer)
+ Group Carbine Accuracy (From Marksman)
+ Group Aiming (From Marksman)
+ Group Aiming (From Marksman)
Now, if you're a rifleman in this group... then you would then only receive the default Squad Leader Bonuses. After all, your Squad Leader doesn't know anything about rifle to further increase your skills. However, Carbineers in the group will receive extra bonuses and rightfully so... and in this case, anyone with scout will be aided.
This addition will increase the number of Squad Leaders because each will provide different mods depending on other skills.
With this change, 2change have to be made:
1) The support line requirement for Squad Leader needs to be dropped. This will allow non-marksmen profs to be taken without greatly taxing SPs.
And
2)The Squad Leader no longer recieves mods when grouped with droids or pets. The Squad Leader MUST be grouped with a player. This will at least lower the amount of people only taking Novice Squad Leader just to "Cap out" in his chosen profession.
I highly think this idea will work VERY well. I ask that this post receive as much support as possible if you this is truley something you want to see.
Be well,
Danirent / Emma
---===---===---===---===---===---===---===---===---===---===---
Artisan
Eng IV = + Group Artisan Assembly
Dom Arts IV = +Group Artisan Assembly
Business IV = N/A
Surveying IV = + Group Surveying
Eng IV = + Group Artisan Assembly
Dom Arts IV = +Group Artisan Assembly
Business IV = N/A
Surveying IV = + Group Surveying
Brawler
Unarmed IV = + Group Unarmed Accuracy
One-Handed IV = +Group One-Handed Accuracy
Two-Handed IV = +Group Two-Handed Accuracy
Polearm IV = + Group Polearm Accuracy
Unarmed IV = + Group Unarmed Accuracy
One-Handed IV = +Group One-Handed Accuracy
Two-Handed IV = +Group Two-Handed Accuracy
Polearm IV = + Group Polearm Accuracy
Entertainer
Image Design IV = + Group Hair Styling
Musician IV = + Group Wound Healing (Music)
Dancing IV = + Group Wound Healing (Dancing)
Entertainment Healing IV = + Group Wound Healing (Music and Dance)
Image Design IV = + Group Hair Styling
Musician IV = + Group Wound Healing (Music)
Dancing IV = + Group Wound Healing (Dancing)
Entertainment Healing IV = + Group Wound Healing (Music and Dance)
Marksman
Rifles IV = + Group Rifle Accuracy
Pistols IV = + Group Pistol Accuracy
Carbines IV = + Group Carbine Accuracy
Ranged Support IV = + Group Aiming
Rifles IV = + Group Rifle Accuracy
Pistols IV = + Group Pistol Accuracy
Carbines IV = + Group Carbine Accuracy
Ranged Support IV = + Group Aiming
Medic
First Aid IV = + Group Injury Treatment
Diagnostics IV = + Group Injury Treatment Speed
Pharmacology IV = + Group Medical Use
Organic Chemistry IV = + Group Medicine Assembly
First Aid IV = + Group Injury Treatment
Diagnostics IV = + Group Injury Treatment Speed
Pharmacology IV = + Group Medical Use
Organic Chemistry IV = + Group Medicine Assembly
Scout
Exploration IV = + Group Terrain Negotiation
Trapping IV = + Group Trapping
Hunting IV = + Group Harvest
Survival IV = + Group Foraging
Exploration IV = + Group Terrain Negotiation
Trapping IV = + Group Trapping
Hunting IV = + Group Harvest
Survival IV = + Group Foraging
Architech
Furniture/Construction/Installations/Buildings IV = + Group Structure Assembly
Furniture/Construction/Installations/Buildings IV = + Group Structure Assembly
Armorsmith
Personal Armor/Layers/Deflectors/Technique IV = + Group Armor Assembly
Personal Armor/Layers/Deflectors/Technique IV = + Group Armor Assembly
Bio-Engineer
Clone Engineering/Tissue Engineering/Engineering Techniques IV = + Group BE Assembly
DNA Harvesting IV = + Group DNA Harvesting
Clone Engineering/Tissue Engineering/Engineering Techniques IV = + Group BE Assembly
DNA Harvesting IV = + Group DNA Harvesting
Bounty Hunter
Investigation IV = + Group Tracking Droid Effectiveness
Carbine Specialization IV = + Group Carbine Accuracy
Pistol Specialization IV = + Group Pistol Accuracy
LLC IV = + Group LLC Accuracy
Investigation IV = + Group Tracking Droid Effectiveness
Carbine Specialization IV = + Group Carbine Accuracy
Pistol Specialization IV = + Group Pistol Accuracy
LLC IV = + Group LLC Accuracy
Carbineer
Master Assault = + Group Carbine Speed
Master Marksmanship = + Group Carbine Accuracy
Master Counterinsurgency = + Group Carbine Accuracy
Master Special Abilities = + Group Carbine Accracy while Moving
Master Assault = + Group Carbine Speed
Master Marksmanship = + Group Carbine Accuracy
Master Counterinsurgency = + Group Carbine Accuracy
Master Special Abilities = + Group Carbine Accracy while Moving
Chef
Entrees/Dessert/Mixology/Cooking IV = + Group Food Assembly
Entrees/Dessert/Mixology/Cooking IV = + Group Food Assembly
Combat Medic
Master Ranged Healing Distance = + Group Healing Range
Master Ranged Healing Speed = + Group Ranged Injury Treatment Speed
Master Combat Medicine Crafting = + Group Medicine Assembly
Master Support = + Group Combat Medicine Use
Master Ranged Healing Distance = + Group Healing Range
Master Ranged Healing Speed = + Group Ranged Injury Treatment Speed
Master Combat Medicine Crafting = + Group Medicine Assembly
Master Support = + Group Combat Medicine Use
Commando
Field Tactics IV = + Group Thrown Weapon Accuracy
Heavy Support Weapons IV = + Group Acid/Partical/Lightning Beam Accuracy
Flamethrower IV = + Group Flamethrower Accuracy
Acid Rifle IV = + Group Acid Rifle Accuracy
Field Tactics IV = + Group Thrown Weapon Accuracy
Heavy Support Weapons IV = + Group Acid/Partical/Lightning Beam Accuracy
Flamethrower IV = + Group Flamethrower Accuracy
Acid Rifle IV = + Group Acid Rifle Accuracy
Creature Handler
Taming IV = + Group Taming Vicious Creatures
Training/Empathy/Manahement IV = + Group Taming Wild Creatures
Taming IV = + Group Taming Vicious Creatures
Training/Empathy/Manahement IV = + Group Taming Wild Creatures
Dancer
Specialist IV = + Group Dancing Mind Enhancement
Wound Healing/Knowledge IV = + Group Wound Healing (Dancing)
Fatigue Healing IV = + Group Battle Fatigue Healing (Dancing)
Specialist IV = + Group Dancing Mind Enhancement
Wound Healing/Knowledge IV = + Group Wound Healing (Dancing)
Fatigue Healing IV = + Group Battle Fatigue Healing (Dancing)
Doctor
Master Wound Treatment Speed = + Group Wound Treatment Speed
Master Wound Treatment = + Group Wound Treatment
Master Doctor Knowledge = + Group Medicine Use
Master Doctor's Medician Crafting = + Group Medicine Assembly
Master Wound Treatment Speed = + Group Wound Treatment Speed
Master Wound Treatment = + Group Wound Treatment
Master Doctor Knowledge = + Group Medicine Use
Master Doctor's Medician Crafting = + Group Medicine Assembly
Droid Engineer
Master Production/Construction/Blueprints = + Group Assembly
Master Refinement = + Group Customization
Master Production/Construction/Blueprints = + Group Assembly
Master Refinement = + Group Customization
Fencer
Master Stance and Grips = + Group One-handed Melee Toughness
Master Footwork = + Group One-handed Melee CoB Efficacy
Master Technique/Finesse = + Group One-Handed Weapon Accuracy
Master Stance and Grips = + Group One-handed Melee Toughness
Master Footwork = + Group One-handed Melee CoB Efficacy
Master Technique/Finesse = + Group One-Handed Weapon Accuracy
Image Designer
Hairstyling IV = + Group Hair Styling
Face IV = + Group Face-form
Bodyform IV = + Group Bodyform
Makrings IV = + Group Marking Design
Hairstyling IV = + Group Hair Styling
Face IV = + Group Face-form
Bodyform IV = + Group Bodyform
Makrings IV = + Group Marking Design
Merchant
N/A
N/A
Muscian
Specialist IV = + Group Musician Mind Enhancement
Wound Healing/Knowledge IV = + Group Wound Healing (Music)
Fatigue Healing IV = + Group Battle Fatigue Healing (Music)
Specialist IV = + Group Musician Mind Enhancement
Wound Healing/Knowledge IV = + Group Wound Healing (Music)
Fatigue Healing IV = + Group Battle Fatigue Healing (Music)
Pikeman
Master Stances = + Group Polearm Speed
Master Offensive/Support = + Group Polearm Accuracy
Master Defesive = + Group Polearm Center of Being Efficacy
Master Stances = + Group Polearm Speed
Master Offensive/Support = + Group Polearm Accuracy
Master Defesive = + Group Polearm Center of Being Efficacy
Pistoleer
Grips/ Techniques IV = + Group Pistol Accuracy
Marksmanship IV = + Group Pistol Accuracy while Moving
Stances IV = + Group Pistol Speed
Grips/ Techniques IV = + Group Pistol Accuracy
Marksmanship IV = + Group Pistol Accuracy while Moving
Stances IV = + Group Pistol Speed
Ranger
Wayfaring IV = + Group Terrain Negotiation
Frontiering IV = + Group Foraging
Tracking IV = + Group Creature Harvesting
Trapping IV = + Group Trapping
Wayfaring IV = + Group Terrain Negotiation
Frontiering IV = + Group Foraging
Tracking IV = + Group Creature Harvesting
Trapping IV = + Group Trapping
Rifleman
Sniping/Counter-Sniping IV = + Group Rifle Accuracy
Concealment IV = + Group Cover
Ablities IV = + Group Rifle Speed
Sniping/Counter-Sniping IV = + Group Rifle Accuracy
Concealment IV = + Group Cover
Ablities IV = + Group Rifle Speed
Smuggler
N/A
N/A
Squad Leader
General Skill Mods here for ALL Profs.
General Skill Mods here for ALL Profs.
Swordsman
Master Offense = + Group Two-Handed Melee Toughness
Master Techniques = + Group Two-handed Melee Speed
Master Defense = + Group Two-handed CoB Efficacy
Master Finesse = + Group Two-Handed Melee Accuracy
Master Offense = + Group Two-Handed Melee Toughness
Master Techniques = + Group Two-handed Melee Speed
Master Defense = + Group Two-handed CoB Efficacy
Master Finesse = + Group Two-Handed Melee Accuracy
Tailor
Casuak Wear/Field Wear/Formal Wear/Tailoring = + Group Clothing Assembly
Casuak Wear/Field Wear/Formal Wear/Tailoring = + Group Clothing Assembly
Teras Kasi Artist
Master Meditative = + Group Meditate
Master Conditioning = + Group Unarmed Accuracy
Master Power Techniques = + Group Unarmed Speed
Master Precision = + Group Unarmed CoB Efficacy
Master Meditative = + Group Meditate
Master Conditioning = + Group Unarmed Accuracy
Master Power Techniques = + Group Unarmed Speed
Master Precision = + Group Unarmed CoB Efficacy
Weaponsmith
Master Melee/Firearm/Munitions/Techniques + Group Weapon Assembly
Master Melee/Firearm/Munitions/Techniques + Group Weapon Assembly
Landorien
Sun Sep 12, 2004 8:36 pm
#2
Hmmmmmmm..... no!
Seems your concept is killing what little individuality each profession has by letting people, when sl partied, in on everyones little perks. In particulary I am somewhat disgusted by the various scout/ranger bonuses you are suggesting, as if its not bad enough as it is.
Also you seem to drifting more than quite a lot from what the squad leader is, a combat leader, NOTsome generalproject coordinator.
"group hair styling"??
MailekEOC
Sun Sep 12, 2004 8:44 pm
#3
I agree, there is just too many mini group mods in there, plus that list would bea **edit** to code. If I were to choose between a com link or group creature harvest bonus, well...i think you know which one i would choose.
NarCranor
Tue Sep 14, 2004 1:02 pm
#4
Combat support tree should definately stay. If anything should go, its our camping tree or terrain negotiation tree.
Vladet
Tue Sep 14, 2004 9:47 pm
#5
NarCranor wrote:
Combat support tree should definately stay. If anything should go, its our camping tree or terrain negotiation tree.
If you remove the Survivaland Exploration treesfrom Scout as a pre-req, that's fine but you have to replacethem with something else, and I have no idea what could replace them. I would think one or two of the Medic trees since Squad Leader can throw out group dizzy/stun cures which makes a certain amount of sense. That additional +40 terrain negotiation makes no difference when you're a Master Squad Leader, so I think it could be removed.
Lots of possibilities which will probably never become realtities ...
PanzerGR
Tue Sep 14, 2004 10:28 pm
#6
its an excellent and well proposed idea to say the least.
But im gonna ahve to agree that it isnt too feasible nor would it be well received.
I love the idea of an SL's specific vantage points giving specific bonuses but theres a few problems with it (soem fo which have already been said)
#1Probably the biggest reason is just the scope of it. itd be a lot of added code, and probably very buggy code. As it is right now many of the SL commands and features are very buggy and some are very hard to tell whether or not we get a mod at all. Trying to give unique mods to different SL's, ect would be a daunting task......one i dotn trust the devs to get correct
#2 A few things...such as terrain negotiation...we already give bonuses for. dding more TN on top of what we already give would be a waste. Also it will not help many players to receive soem of these added bonuses. For instance, myself personally, I have +195 Carbine accuracy and +129 carbine speed (+117 without my PvP armor on)..these small mods wouldnt enhance me much nor anyone like me who has a maxed out template.
BUT STILL...with that said..it would help non-maxed players a lot, i will say that much.
#3 itd give TOO much advantage to some people. As it is now melee stackers/docs have an insane longetivity in combat. Imagine an SL/Fencer giving added defensive bonuses, ON TOP of the normal defense bonuses (which go over the defense cap) to a defense stacker.
#4 After that imagine PvP groups taking, say, a TKA or Fencer Sl with a group of fencers/tka......youd have an entire group of insanely bolstered fencers/TKA that could seriously imbalance the game. It is possible to be TOO much of a SPECIFIC advantage and making the system very imbalanced.
Like for instance.i use myself mainly as an SL and support with my carbines.....i land states, cone fire, and pick off guys with low HAMs. I wouldnt provide much of a specific bonus for most players int he game. But what you WOULD get a lot of is a lot of SL dabblers in specific fields, just so they could create god-liek elite units. On my server there are guilds, or groups within guilds, that are nothing but like fencer/docs or defense stackers who already work effectively.....giving them the ability to specifically enhance their sole proffs drastically would, again, imbalance the system exponentially.
#5 Itd be hard to really find a niche for soem of these things overall. As ive already said not many peopel would benefit from my carbine bonuses...and soem SL's may get passed up for other SL's simply because the other SL has specific attributes for more players. If there are 2 SL's int he guild.....on is a Carbineer and the other is a more common class, then one is gonna get the shaft all the time.
#6 Lastly soem of the "extra bonuses" such as those coming from scout and marksman would be automatic for any SL. Why bother making them "unique" additives if everyone who is an SL is going to get them.
#7 just on a side note..i think this would also lead to a lot of SL dabbling, peopel picking it up just to enhance themselves further or a select few people.....and if theres one thing i think a lot of this community hate..it is SL dabblers and people who dont really care about the proffession. Also with the new FS trees available soem of this really isnt necessary
I will say that this is a very nice idea...well proposed...well thought out. You very obviously spent a lot of tiem and attention on it and, I admit, it is an idea i do not believe has been brought up ever before. VERY thoughtful
but there are just too many things that would make this hard to work out or imbalance the system too much I think.
irott
Wed Sep 15, 2004 11:03 am
#7
Im just gonna say this.
Rethink your ideas after the CB docs are released.
There are going to be many changes to all the combat professions.
MailekEOC
Wed Sep 15, 2004 11:11 am
#8
Well everyone is awaiting the combat revamp documents now, so this is the new stir on the block. Before it was wait on the combat balance and now this. When TH says soon i would think maybe a week or two since we only have about 6 more weeks till jump to lightspeed is released and that combat revamp should come right afterwards. Damn it, I wanna see those docs so I can tweak my revamp documents.
Jaran88
Wed Sep 15, 2004 5:06 pm
#10
irott wrote:
Im just gonna say this.
Rethink your ideas after the CB docs are released.
There are going to be many changes to all the combat professions.
why can't you sign a SDA instead of an NDA
SDA = slight disclosure agreement.
a few little tidbits to nibble on are muchbetter than the smell wafting in from the kitchen. and they still leave you just as hungry.
irott
Wed Sep 15, 2004 8:53 pm
#11
*spoiler*
Survival knifes will be the most powerful weapon in the game... but only if you have the dancing ability that gives you Poplock.
Alleyway knifefights are going to be how the GCW is decided.
Blackferne
Wed Sep 15, 2004 9:01 pm
#12
irott wrote:
*spoiler*
Survival knifes will be the most powerful weapon in the game... but only if you have the dancing ability that gives you Poplock.
Alleyway knifefights are going to be how the GCW is decided.
*watches Thriller video for prep work*
Micahel Jackson videos from back in the day are the new Sun Tzu.
PanzerGR
Thu Sep 16, 2004 12:06 pm
#13
irott wrote:
Im just gonna say this.
Rethink your ideas after the CB docs are released.
There are going to be many changes to all the combat professions.
pretty much sums it up
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