Squad Leader Archive

Thread: Few Ideas for Consideration

Salahsur
Sun Jan 18, 2004 11:57 am
#1

Not a Squad Leader, though I'm one that started down the road and abandoned it just after release. Something about pointlessness...

Anyhow a few ideas that you all can maybe kick around and perhaps the correspondent can toss up to the development team when refined. Note: I believe that all of these ideas are already basically supported in the system, and that fundamentally most are already implemented in some form in some area of the game. So none of these ideas are really long stretches or major projects to implement, if adopted.


* TargetPool: All group members aim at the same pool, with a much higher chance of hitting it. This only works with non-special attacks - no headshot against the health pool. This wouldn't be an absolute rule that everyone hits the targeted pool, just a major increase to the likelihood that one would hit the targeted one. An increase of say 40% would definitely end fights more quickly. Similar to the /aimfor command already proposed here. Lasts for 1 minute, or until a new target is chosen. Small mind drain.

* LastStand: All group members start spraying the area around their target with attacks, generating area of effect attacks(maybe 5m radius?) with slightly reduced accuracy. Also adds a percentage to the damage of any shots that hit. Substantial mind drain for the Squad Leader, meant for a desperation measure that can only be used once in a battle when things get very bad. Lasts for 15 seconds. This would be a good utility bailout to have available for when things go badly...

* RearGuard: Group members get a hefty speed reduction in exchange for an increase in defense and rate of fire. Small-medium mind drain, lasts 30 seconds. Meant for situations where a little time will make the difference...

* MopUp: Group members get significantly reduced defenses in exhange for higher accuracy and better rate of fire. Used to bring a fight to a quick end at the risk of taking more damage. Small-medium mind drain, lasts 15 seconds.

* CoordinateFire: Exactly like bandflourishes for entertainers, allows the squad leader to define the specials the group will use in a weapon-specific manner. Any weapon not able to do the special fires the next shot in its queue. Overrides any specials presently queued, and has a timer of 10 seconds. Trivial mind drain. Good for opening up fights and taking advantage of openings.

* Bandage: Works exactly like the /tenddamage command for Medics. A small heal at a price of wounding the Squad Leader's secondary mind pools. Good for emergencies, non-intrusive to Medics(whom I've never seen use it).


Feel free to hash these around a bit...
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