Squad Leader Archive

Thread: map out for revamped skill trees

Therascalking3
Mon Jul 12, 2004 9:32 am
#1

OK guys i have been reading everyones ideas and i want to put together a little map out of a tree for revamp that i want people to consider. This map out has no NPC stuff as that will not be in and it does not have a branch dedicated to an SL weapon as a lot of people said they dont want it because most SL's rely on some other form of combat profession. so here we go:


Novice Box:

-sysgroup (change sysgroup to a more noticeable form of communication that does get thrown out quickly because of other system messages)


1st branch- Mobility

box1- first set of bonuses for terrain negotiation and burst run efficiency (same as now)

box2- evac idea (a once per hour sudden evacuation from a spot to the nearest city with a shuttleport requires an that a member consent before they are taken.)

box3- second set of bonuses to terrain negotiation and burst run efficiency

box4- shuttle camp/reinforcements idea (the squad leader can set up two location where a shuttle can move in between. If that is too much than at least a temporary shuttle dropzone where another group whose leader is acknowleged by the squad leader can fly to from a standard shuttleport)


2nd branch- Squad Combat

box1- bonuses to melee defense and ranged defense

box2- steadyaim (because it makes sense from the ranged support tree)

box3- bonuses to melee attack and ranged attack

box4- HAM targeter (Allows the squad leader to designate a target and pool that the troops will attack. To keep in line with combat rebalance it will be either the action or health pool however it will negate the use of specials during the attack because that would unfairly eliminate anyone with one attack)


3rd branch- Leadership

box1- The beloved formup

box2- bonuses to resistance of intimidation and other states

box3- retreat or charge (depending on what the community wants. retreat would work as it does now. Charge would be for running into battle so it would not be as painful on cost or the SL would fall, but as a penalty the SL would be prevented from attack for a short amount of time. So it would be best to stand back and give the order before moving in yourself.)

box4- resistance bonuses to more crucial things like poison/disease (this idea has been floating around the forums for awhile and i think it belongs here at the highest leadrship level)


4th branch- Fortifications

box1- trenches (visible trenches that require some materials like bone to hold up the dirt. They will provide only small defense bonuses to dodging because they are harder to hit. )

box2- bunkers (visible bunker that group members can go into. The troops inside will be able to be attacked. The bunker will provide bonuses to dodge plus defense)

box3- small forts (larger than bunker bases that provide bonuses to defense and attack but no longer to dodge)

box4- large forts (bigger, cooler looking, with better defenses)


(bunkers, and forts will require metals and other stronger materials than hides and bone. forts will not provide entertainer healing and maybe only large forts would provide a small healing boost to doctors.)


Master Box-

-small but noticeable bonuses to all other bonuses the SL gives unless they become too high and unfair

-and different color group waypoint that appears in the waypoints monitor

-strongholds (even bigger than forts these will be almost like faction bases. Ability to place small turrets at the cost of money, SL xp, or materialsand the base will provide attack, defense, and healing bonuses)


Ok thats it. I think this is a summation of all of the most accepted ideas in the forums and the branches flow nicely i believe. I think if this is what SLs became it would add a huge new crucial element to pvp and would really make for some unbelievable battles and good times. The bonuses also would help in PvE for our non-pvpers and they are not faction based so neutrals will not be left out. Please dont flame this as i want it to be a constructive thread that will help speed up the process. Constructive criticism is welcome and appreciated.


Also for out creative people i left out titles because i wanted to see what titles for the 4 branches you guys think fit. My only request is that Field Commander goes somewhere because it sounds cool.






Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
Tragik
Mon Jul 12, 2004 9:39 am
#2

in my head, i feel that the fortifications should be a master only thing, so dropping that tree. otherwise i feel everyone will just become dabblers to get the fortifications, no one likes a dabbler. And you left out a few of the current skills, are you proposing that we lose these skills? which is fine i guess, i sorta like Boost Morale though




Tragik

Master Squad Leader/Rifleman

Prophecy of ONE

Ahazi



Tragik
Master Doctor/Rifleman
Prophecy of ONE
Ahazi
Therascalking3
Mon Jul 12, 2004 9:51 am
#3

personally boost morale doesnt make much sense to me because i dont understand how wounds can be redistributed by someone with no medical knowledge and that wounds could actually just not be redistributed its like half healing someone and hurting another guy for no reason lol. It can be plugged into the leadership tree or given at master if the community wants to keep it very badly. THe other skill we are losing dont really work anyway.


About dabblers. I think we should definitely have a tree for forts but maybe we can fix that dabbling thing with a requirement that for every box of forts completed, the other boxes in the rows are filled up. THis may anger some people who want to dabble but it will preserve the major contribution to the feel of galaxies for the full SLs. THink that is a good idea?



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
Tragik
Mon Jul 12, 2004 10:09 am
#4




Therascalking3 wrote:

personally boost morale doesnt make much sense to me because i dont understand how wounds can be redistributed by someone with no medical knowledge and that wounds could actually just not be redistributed its like half healing someone and hurting another guy for no reason lol.






i know its great isn't it?


if there is a way to stop dabblers then the fort tree will be better in my eye. I do still feel that we don't need a full tree for forts, and perhaps just a box, but thats just me, andi won't rant about it in this post anymore.


HOWEVER, something i did think about with the fortifications is are they going to be able to be placed within player cities? i know much of the PVPing i do involves attacking a base that is within a player cities limits. and i feel it would be another wasted skill if i could not use them within the city limits while attacking/defending a base.





Tragik
Master Doctor/Rifleman
Prophecy of ONE
Ahazi
Therascalking3
Mon Jul 12, 2004 10:17 am
#5

my ideas is that you could use trenches, bunkers, and small forts insides cities. Large forts within city limits but far from the shuttleport and stronghold not in cities, but right outside of the limits is fine. I think that is a fair solution to that issue and would make the skills use. It would prevent shuttleport and i guess we should throw in cloner camping too and then it would prevent putting huge strongholds inside cities which should not be able to happen.


I believe we should dedicate a whole branch to it because it is a huge element if implemented. Also i think you should have to build up your forts and not just get a bunch of stuff at master level. I dont think the devs like to put so many huge things into one box even if it is master.



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
Yeraze
Mon Jul 12, 2004 10:30 am
#6

I love the idea of fortifications & such, but I do think there need to be a few restrictions:
1) Each fortification takes lots (just like turrets, covert scanners, & bases)
2) Each fortification can be destroyed by players (not jumping through hoops like base takedowns, just direct damage like turrets).
3) Fortifications are 1-use, and take time to deploy (small ones take seconds, big ones take maybe a minute)
4) Fortifications are placable in player cities, with zoning rights.. Not in NPC cities.

I agree with putting stuff like Trenches in the lowest, culminating in a military fort or temporary shuttleport at the top. I think these would make us a huge boon to the GCW.



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
Tragik
Mon Jul 12, 2004 10:46 am
#7






Yeraze wrote:
I love the idea of fortifications & such, but I do think there need to be a few restrictions:
1) Each fortification takes lots (just like turrets, covert scanners, & bases)
2) Each fortification can be destroyed by players (not jumping through hoops like base takedowns, just direct damage like turrets).
3) Fortifications are 1-use, and take time to deploy (small ones take seconds, big ones take maybe a minute)
4) Fortifications are placable in player cities, with zoning rights.. Not in NPC cities.

I agree with putting stuff like Trenches in the lowest, culminating in a military fort or temporary shuttleport at the top. I think these would make us a huge boon to the GCW.




evil evil evil ideas!!! maybe i'm a thinking about these differently than everyone else, i saw them as camps for combat, not anything that would require zoning rights or lots. that kills their usage when attacking enemy bases...or maybe i should just ask the mayor for zoning rights. I never viewed these as permanent structures when discussing them before, just like camps, temporary structures, just give these HP's much like mission terminal camps that you go out and kill.





Tragik
Master Doctor/Rifleman
Prophecy of ONE
Ahazi
grand-admiralBOB
Mon Jul 12, 2004 10:55 am
#8

hm...i love most of these ideas!

But something u left out i think is a revamp of what rally does


Something else i think would be cool is if master Squad leader could spend faction points to call in a shuttle full of NPCs that would help in a attack or something...

Imperial MSLs would get stormtroopers

Rebels would get commandos or something

Neutrals would get,uhhh, hutt thugs or something like that...


Also, maybe a architect could make a deed only squad leaders can use to set up a building in a Player City, something like a cross between a fort and a police station that would be permanent.





Oaar Gawu
Pistoleer-Marksman-Squad Leader
Idiotic Disappearing Person

I like Pizza!
Yeraze
Mon Jul 12, 2004 10:55 am
#9

I guess it just depends on how you look at it.. I saw them more as semi-permanent structure, not short-term temporary...

But hey, either way works for me.. Just so long as we get em

Message Edited by Yeraze on 07-12-2004 01:56 PM



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
Therascalking3
Mon Jul 12, 2004 11:27 am
#10

the way i imagine these forts is not requiring zoning rights or any of that stuff. It would be like an camp you would craft in the survival tree of scout but it would give you the benefits i listed and require different materials. I also at first thought that camps should vary in quality depending on the resources you use but now im not so sure because i dont think 900 oq stuff should get you a godlike fortress. So many they just vary the HP of the base. The forts will be attackable by whatever and turrets and all of that stuff in the huge forts will not require zoning rights or anything. and no zoning rights necessary for dropping a trench in a city cuz no mayor would let the enemy set up camp in town lol.


The only thing that should require lots is 2 lots for the shuttle thing in the mobility tree i made. 1 lot for the departure and 1 for the arrival.



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
Kaili
Mon Jul 12, 2004 11:38 am
#11








Therascalking3 wrote:


box2- evac idea (a once per hour sudden evacuation from a spot to the nearest city with a shuttleport requires an that a member consent before they are taken.)





I like all your ideas except this one. With this, as long as someone was teamed up with a SL, they could basically warp whenever they were in danger (granted, not more than once an hour) back to the city. This would allow any Jedi teamed up with a SL to be saved from being killed by a Bounty Hunter with a mission. Maybe needs to be worked out a little before it comes into use.


But way to go summing up the other ideas. Pretty much covered everything that's been floating around.





Colonel Lib Soldar
Master Smuggler
Master TKA
Therascalking3
Mon Jul 12, 2004 11:51 am
#12

i never thought of that before but that is a very good point kaili.


I think we could fix it by making box2 the dropzone idea instead of the evac idea. So once perhour an SL would be able to ship his troops to anywhere on the planet. (like say right outside a base for an attack)


then when box 4 comes in the SL gets the ability to make a location that him and his group can move back and forth from and that he could bring in reinforcements with.


That way skill box 4 is an even more powerful and useful tactical skill, but skill box 2 is still very useful. And then there will be no random leaving of jedi so we can kill them. Although there will be random drops of them lol.



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
MailekEOC
Mon Jul 12, 2004 1:11 pm
#13

Novice box is still too empty, should also have certification for Radio or some type of Radar Jam device. Get rid of Fortication line and take a few camps spread throughout the mobility tree. Its a good start but we should be allowed 5 skills or things in each column so we need to add more stuff to it.



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


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