Squad Leader Archive
Thread: Some things that sould not be forget in the Revamp
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Deplomatic
Mon Sep 06, 2004 9:33 am
#1
--+10 Human Leadership bonus ( make it worth somehting)
-- Fix the XP so this proffesion is more of a challange ( and not to be master afther 1 time to DWB or Geno cave... this sould be done before the revamp )
-- If Boostmorle will stay in our revamp , fix it to split damage instiad of wounds
-- Make Master squad leader worth it
feel free to add any other things
ob194
Mon Sep 06, 2004 10:37 am
#2
Yes, yes, yes, and yes, though I say that boost morale should stay the way it is, and we should get a new skill that devides damage.
And if the devs make our xp harder to get (they should, hologrinding is done
), they can't forget togive it a better Fxp ratio. Remember how SL xp started off? Now imagine that with a 1:90 conversion ratio. That would suck, no? 
MailekEOC
Mon Sep 06, 2004 2:35 pm
#3
Yes we need the leadership skill mod back in the game. That mod was supposed to effect how some SL skills were done, maybe the success rates and ham costs on them.
SL XP needs to be seriously nerfed, it should take a while to master SL, honestly I was happy with how the old xp worked, at least it felt like an accomplishment when I finally got to master.
Boost Morale:Some ppl like it, some ppl want it as a equilibrim type of skill, I say just modify the damn thing. Boosting morale of your men has nothing to do with playing a doctor.
MailekEOC
Mon Sep 06, 2004 2:40 pm
#4
Here is something to add, all elite professions should have a certification at Novice, as a hybrid profession we shouldn't get a weapon but the Com Link.
Com Link would be used in some new skills added in the revamp, would be crafted by Engineers and require Power Cells to run on. This will give a little extra boost to the economy and the Com Link would fit an SL most, who needs a SL only weapon when a Com Link would be used to send in a barrage of Artillery in a blast radius.
Kraftomatic
Tue Sep 07, 2004 12:45 am
#5
better not ask for squad leader to be TOO hard to get....look what they did with image designer? takes something like 70 hours now.
and if reclusive macros are nerfed, you can bet dancer and musician will take 70 hours also. lets not follow this trend!
Professions that are created with no benefit to yourself but only with a purpose to serve other players shouldn't be difficult to get...
Message Edited by Kraftomatic on 09-06-2004 03:48 PM
ShadowLightning
Tue Sep 07, 2004 3:26 pm
#6
I've always liked the idea of having SL skills Vary depending on what the other skill of the SL is.
Please Group Skill X in all Professions.
After all, wouldn't you most benefit to professions that you are yourself?
For example. I'm MSL, Ranger 0040 thus Master Scout and Carbine 3004.
In all the skills that I have 4 boxes in... I should get a group bonus related to that skill
+ 5 Group Mask Scent / +5 Group Trapping / +5 Group Harvesting / + 5 Group Foraging( All from Scout)
+10 Group Harvesting (From Ranger)
+ 5 Group Carbine Accuracy / +5 Group Aiming(From Marksman)
+ 5 Group Carbine Accuracy while Moving (From Carbine)
These are just examples and the numbers can be scaled up or down as needed but I think this would be SIMPLE to apply. Just place mods in all skills.
I think this should help even crafters. + Assemblies if they lead and they are same profthemselves of course. A good "teacher/Leader" will always produce better results.
HOWEVER, they would have to change2 of 3 things...
1) No group Mods (passive) effect the SL... only his group mates.
2) Require that people must be within range to recieve the mods.
3) The SP requirements for Squad Leader. Currently SL with any other combat prof other than Marksman are FAR too taxing on the SP. Removing the Support line from the requirements would level this out.
BUt I would LOVE to see this done. This would lead to not only SLs... but different types of SLs... Specialized.
P.S. Adding mods for one Profession in other professions should be there anyway. (i.e Dancer get + to Dodge ... Musicians get + to Assemby ... Bio Eng get + to CM effectiveness ... ect ... ect)
ShadowLightning
Tue Sep 07, 2004 3:33 pm
#7
*** EDITED .. Sorry
I've always liked the idea of having SL skills vary depending on what the other skills of the SLare.
Place Group Skill X in all Professions.
After all, wouldn't you most benefit to professions that you are yourself?
For example. I'm MSL, Ranger 0040 thus Master Scout and Carbine 3004.
In all the skills that I have 4 boxes in... I should get a group bonus related to that skill
+ 5 Group Mask Scent / +5 Group Trapping / +5 Group Harvesting / + 5 Group Foraging( All from Scout)
+10 Group Harvesting (From Ranger)
+ 5 Group Carbine Accuracy / +5 Group Aiming(From Marksman)
+ 5 Group Carbine Accuracy while Moving (From Carbine)
These are just examples and the numbers can be scaled up or down as needed but I think this would be SIMPLE to apply. Just place mods in all skills.
I think this should help even crafters. + Assemblies if they lead and they are same profthemselves, of course. A good "teacher/leader" will always produce better results.
HOWEVER, they would have to be one CERTAIN change and thena possible 2 of 3 others...
MUST) Get rid of grouping with Pet or Droid as SL receiving bonunes.
1) No group Mods (passive) effect the SL... only his group mates.
2) Require that people must be within range to recieve the mods.
3) The SP requirements for Squad Leader. Currently SL with any other combat prof other than Marksman are FAR too taxing on the SP. Removing the Support line from the requirements would level this out and allow for more freedom on making specialized SLs.
I would LOVE to see this done. This would lead to not only SLs... but different types of SLs... Specialized.
P.S. Adding mods for one Profession in other professions should be there anyway. (i.e Dancer get + to Dodge ... Musicians get + to Assemby ... Bio Eng get + to CM effectiveness ... ect ... ect)
Jaran88
Tue Sep 07, 2004 8:22 pm
#8
i love the idea of cross-prof bonuses. loads of logic there.
one thing regarding the SL xp changes....does it matter if it takes 70 hours to master it? is it a big deal if it takes 90 hours? from what i've seen, those of us who are SLs right now, would be here regardless of the xp changes. now i don't think that they should really jack it up and make it a 4 month trek just to master it. i do think that making it it harder than it is, within reason, would be wonderful.
...hell, i'm still one box away from master and haven't gotten there yet....i'm not grinding, i'm playing.
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