Squad Leader Archive
Thread: Squad Leader tree the way it should be
Since all is still quiet on the Squad Leader frontier, I decided to go back to rebuilding the SL tree the way it should be. I haven't read all of the other posts about this, but I'm sure alot of these ideas have already come up.
Anyways, here's what I would do with Squad Leader, keeping in mind the Devs desire for Squad Leaders to both provide group buffs AND have leadership tools, but also keeping in mind that we don't want Player Handlers. We need ways of encouraging players to follow our directions without taking physical control of their character.
Novice Squad Leader
Sysgroup - Same as is now.
Mark Target - What Holo was talking about a month or two back. Give SL's the ability to put an icon over the head of the MOB you want your group to attack.
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Mobility I
Terrain Movement +25 - Same as is now.
Mobility II
Retreat -SL can give all his group burst run ability. Burst run timer should not have an effect with this.
Mobility III
Terrain Movement +25 - Same as is now.
Mobility IV
Forced March - Same as what Devs suggested. Players in group can run at burst speed as long as not attacked. We need this at high part of SL tree so that hopefully only dedicated SL's can use it. Don't want people getting in on good abilities that aren't dedicated to the profession.
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Strategy I
+10 melee defense - We need to up the numbers past what we currently have. Right now, the defensive bonuses are hardly noticeable. Passive ability.
+10 ranged defense - Same as above. Passive ability.
Strategy II
+10 melee defense
+10 ranged defense
Strategy III
+10 melee defense
+10 ranged defense
Strategy IV
+10 melee defense
+10 ranged defense
All together, this would give the SL group a +40 in these 2 categories. This is a nice increase over the +25 we have now.
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Leadership I
Charisma - Adds +10 to mind pool defense.
Leadership II
Pep Talk - Costsaround 80 mind pointsof SL's mind pool and healsapprox 100mind pool ofa single group member, cannot be used on the SL himself.
Leadership III
Charisma II - Adds an additional +10 to mind pool defense.
Leadership IV
Rally - Totally different than how it is now. Rally allows the SL to use 25% of his mind pool to heal that amount minus 30% to the entire group.
i.e. If SL has 800 mind pool, using rally uses up400 mind pool and heals each group member for approximately 270 mind points (400 - 30% = 270ish)
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Tactics I
Form Up - Cures dizzy and stun as it does now, but also gives melee fighters +20 melee attack bonus for duration of ability while attacking SL marked target. Should be decent period of time, maybe a couple minutes. Low cost to SL mind and action pool.
Tactics II
Aim & Fire - Not especially attatched to the name.
Cures blindness. Gives ranged fighters +20 accuracy for duration of ability while attacking SL marked target.
Tactics III
Volley Fire - Simlar to what we have now but should be more powerful. All ranged attacks target next shot at the SL's marked target at 50% attack damage bonus.
Tactics IV
Cavalry - Allows characters to use special attacks while on mounts, though at a slightly increased HAM cost.
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Master Squad Leader
????????????? - Had a really cool name for it but forgot it.
Ability cuts HAM cost for special attacks by 50%.
This is all open to discussion. I know the actual amounts and percentages need some work, alot of it was based off what SL has now and how ineffective alot of it seems.
Any thoughts, improvements, additions or subtractions?