Squad Leader Archive
Thread: Non SL suggestion for SL revamp
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Yog-Soth
Fri Aug 27, 2004 6:14 am
#1
This is an interesting idea too, which is something i think would fall under the SL theme; but the potential for abuse is blatant. If this were restricted to the SL as a Leader only power like the rest of the active abilities then that would solve it.
I'd think it would be funny to see a whole group of SLs calling in arty strikes though, just not very fair.
Therascalking3
Fri Aug 27, 2004 6:58 am
#2
thanks for the suggestion and this idea has been brought up many many times before. The general consensus is that it would be abused like crazy and it would only have the slightest chance of being fair if it hurt everyone in its radius including the SL and his squad.
I dont particularly like the idea.
BigLands
Fri Aug 27, 2004 12:34 pm
#3
Hi folks - I was looking at an SL last night and somehting hit me (other than the usual blaster fire...)
Basically, SL are the officers/NCOs of the GCW, the guys who are in control of whats going on.
So why can't they call on 'assets' such as artillery, Orbital Bombardment, etc.
I'm suggesting that SLs get a series of AE attacks, based on a time delay, to reflect their ability to call on the larger military support structure.
Maybe the progression would be from aa mortar strike, artillery strike, air strike and orbital strike - scaling up in damage and area of effect as you go.
The catch would be they'd not be instant - there would be a delay on them coming in and a timer on re-use. Possibly even the chance to miss.
I just thought it might stimulate some conversation for you guys.
Rarrot
Sat Aug 28, 2004 7:55 pm
#4
How could it be made a leader-only ability? A group of 20 squad leaders would just split off with a pet and call in 20 strikes.
Because of that ability, we can't really have any damage-dealing abilities that aren't directly related to the group we're with (like volley fire).
Because of that ability, we can't really have any damage-dealing abilities that aren't directly related to the group we're with (like volley fire).
Springbok
Mon Aug 30, 2004 12:39 am
#5
Timer use could be based on a per group base. If one SL uses it then it flags that one AND all the other SL's in the group or the area radius from using it for 90 minutes (or what have you).
This prevents:
a) SLs using it constantly to take down hard mobs.
b) Preventing SLs to constantly rotate groups to reset timer.
Other modifiers:
a) Timer for an area radius on a factional basis. (i.e.) If an Imperial SL uses this AE attack then that area could not allow another for the 90 minutes (again or what have you for time).
b) Open outdoor areas only. While this can become applicable to Krayts or open area GCW scenario's, it would still be (quite obviously) not allowed for indoors, aka geo caves, vettes, and dwb. However its use could still damage turrets and other damageable structures.
In RL this method is used for safe clearingof areas, before the troops go in, or for last effort support in case of dire trouble, therefore:
a) Useable only when average health of group is 50% (or)
b) Useable as an on the spot bombing, i.e. will bomb where ever the SL is standing. Therefore the SL assumes a risk and not just to grief others by ordering a strike in the middle of bestine imp outpost (for example).
c) If the SL dies before the delay timer is finished then the strike is aborted. (The target is no longer "painted" with a laser if you need a 'why?' =P.)
d) Make a high figure. Like 10% chance of total failure (Your group is damaged in a radius but none of the enemy or mobs)
e) 50% chance your group and the enemy or mobs is injured.
Mind you with all these conditions it would be buggy half the time but probably still worth it 'when' it works....
Message Edited by Springbok on 08-29-2004 03:43 PM
Therascalking3
Mon Aug 30, 2004 5:57 am
#6
still with coordination it would be exploited. Also most of the community rejected ideas with huge ass timers like that. I would not want a whole ability that i could only use once every hour and a half that is just ridiculous. I want worthwhile abilities that i can continue to use all the time. I know most would agree.
BigLands
Tue Aug 31, 2004 3:13 am
#7
Mmm - some interesting points there - maybe the answer is not to call in attacks but utility effects.
Eg- short duration effects of
Medvac an ability that boosts the treatment skills of docs/cms/medics
Aid Station an ability that boosts the treatment speed of docs etc.
Dig-in an ability that increases ranged defence until you move
Fix Bayonets an ability to increase melee defence
Foward observer boosts commando grenade skills
Logistical support reduce teh costs of specials
Might this work better as battlefield abilities?
Blackferne
Tue Aug 31, 2004 6:58 pm
#8
Do you mean in addition ot the bonuses given trough our current skills?
BigLands wrote:
Mmm - some interesting points there - maybe the answer is not to call in attacks but utility effects.
Eg- short duration effects of
Medvac an ability that boosts the treatment skills of docs/cms/medics
Aid Station an ability that boosts the treatment speed of docs etc.
Dig-in an ability that increases ranged defence until you move
Fix Bayonets an ability to increase melee defence
Foward observer boosts commando grenade skills
Logistical support reduce teh costs of specials
Might this work better as battlefield abilities?
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