Squad Leader Archive
Thread: The State of the CU with 16 days or so left
RenKesson wrote:
I've always seen the SL's role as that of the in-combat buffer. Please allow me to outline where I think the SL's buffs should differ from a Doctor's, since I think their roles should be very similar, but with different focuses and advantages/disadvantages:
Following is how I think Doctor buffs should affect recipients:
- Doctor should focus on enhancing our HP and Disease/Resistance. In other words, Doctors should be the ones who buff Defenses, and the Doctor's buffs should basically help the character stay alive longer.
- Doctor buffs should require special stims or other reagents.
- Doctor buffs need to be crafted and expended.
- Doctor buffs are designed to be given out of combat.
- Doctor buffs are long term (10 minutes to an hour in duration).
- Doctor buffs are more general use.
Examples of what I think Doctor buffs should look like:
- Increased HAM.
- Increased Melee/Ranged Defenses by use of reaction time reducing drugs.
- Increased resistance to Disease and Poison by use of innoculation stims.
- Increased resistance to states like Blind, Dizzy, Stun by use of specialized mental focusing drugs.
Following is how I see SL in the buffing role in contrast with Doctors:
- Squad Leader buffs should focus on team coordination and Offense. Increasing attack speed, and burst damage, as well as the ability to redirect group fire to concentrate on one target increases the group's overall firepower.
- Squad Leader buffs should be predominantly passive (like Terrain Negotiation).A Squad Leader's mere presence is enough to boost his team's morale and spur them on to fight more effectively.
- A Squad Leader's greatest assets are his words. The Squad Leader needs no more than charism and his voice to apply his buffs.
- Because Squad Leader buffs affect the entire group, they should be more specific, short term, situational, and slightly less potent than Doctor buffs.
- Squad Leader buffs are designed to be applied and take effect in combat.
- Squad Leaders should have buffs that are very situational ("Oh Sh!t!" buttons), like increased defense and speed on a /Retreat! command, or the ability to wipe state effects from everyone in the group with a high cooldown.
Below is what I think Squad Leader buffing should look like:
- Increased attack speed.
- Increased overall group DPS.
- Increased recovery from movement-debilitating effects (like "roots" and KD/PDs). /FormUp is a great example of this.
- Increased group movement speed and agility.
- Increased Action/Mind regeneration rates when within range.
- Decreated Action/Mind burn rates when within range.
- Increased movement speed for short durations.
Basically, I see Squad Leader being the secondary buffer to the Doctor. Squad Leader buffs are more offensive in nature, and help the group to recover from very bad situations. The Squad Leader could be kind of the "Oh Sh!t!" group member. When something goes horribly wrong in a fight, the Squad Leader's got some tactic in his back pocket that'll save the day.
I can see4 of our useless skills right now work just like you mention. Have form up clear these "debuffs" like supression fire, disarming shot, intimidate. Perhaps there can be the basic form up that just clears dizzy and stun but a master improved form up that can clear the debuffs mentioned above
Steady Aim can grant small bonuses to accuracy and speed for 10-15 seconds. Every +10 of steady aim grants an extra 5 seconds, if there is still a cap of 25 then steady aim max could last for 25-30 caps. Or you can make an improved steady aim that is 30 seconds , higher speed and accuracy bonuses but a longer cool down.
Boost Morale can do the action and mind regeneration bonus
Rally can do the increased movement speed (about half of a burst run perhaps) with added defenses against state effects.
Message Edited by MailekEOC on 04-21-2005 03:56 PM
SiboFett wrote:
hey what if a squad leader could have an extra 2 people grouped than a regular toon?
so if a squad leader is group leader you can have a 10 player group instead of the usual 8