Squad Leader Archive

Thread: odd thought Idea for Squad Leaders

Wallid
Sun Aug 21, 2005 5:22 pm
#1

was flipping through that thread about "how to save the game" /give ideas on what can make the game better.


Squad leaders being effective in space.

why not ? would enhance the space univerce. get bonuses and what not. make space more popular. add in more buiness for Shipwrights. would be desent Idea.






McElroy: " it's not the size of the Smuggler in the fight. It's the size of the fight in the Smuggler. Let's do this now "


Wallid Salmomn, Master "Field Protections" Elder Armorsmith of Xcalibur For all your Field Protections needs (as well as Reb Master Munitions Crafter ).
"Bult Tough, Bult MonCal Tough "


Yeraze
Sun Aug 21, 2005 5:52 pm
#2

I wouldn't count on it. The devs have stated on numerous occasions that they don't want to mix Ground & Space that way. We're already priveledged enough that /sysgroup works in space. Also, given that space is twitch-based there's not much that would apply.



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Wallid
Sun Aug 21, 2005 9:23 pm
#3






Yeraze wrote:
I wouldn't count on it. The devs have stated on numerous occasions that they don't want to mix Ground & Space that way. We're already priveledged enough that /sysgroup works in space. Also, given that space is twitch-based there's not much that would apply.





good point. I was just thinking about the new rumored capital ships as well as group ships. or even squadrons. an interesting thought though.






McElroy: " it's not the size of the Smuggler in the fight. It's the size of the fight in the Smuggler. Let's do this now "


Wallid Salmomn, Master "Field Protections" Elder Armorsmith of Xcalibur For all your Field Protections needs (as well as Reb Master Munitions Crafter ).
"Bult Tough, Bult MonCal Tough "


Blackferne
Mon Aug 22, 2005 7:14 am
#4

Not that it would happen, but if I got my wish of SLs in space, I'd keep the sys group (thanks devs!), I'd modify volley fire to somehow highlight the targetted ship (whether or not a damage modifier applied, I wouldn't mind it, but not expecting it either), and have /steadyaim basically increase the targetting rectile for players in group thus allowing for a margin or error when shooting. Think like video game golf, on novice the accuracy zone is more forgiving than on advanced.



Jounville Blackferne
"No one plays SWG to be Uncle Owen" -Dallas Dickenson


BadChef
Mon Aug 22, 2005 7:50 am
#5

You can announce a target through the target alias but unfortunatly its not like volley fire with the reticule. Plus alot of the ships have the same name so it doesnt help a whole lot anyway but I still use it up there.




xfire name: thachef
__________
BadChef: Smuggler
Wystery
Mon Aug 22, 2005 9:43 am
#6

Right. It's a good enough reason, for the devs anyway, that they don't want to give anyone an advantage in space. You should already have an advantage if you are flying in a squadron, you don't need much else. Just practice together and nothing will stop you.



Colonel Goldy Different
MSL MBH
Imperial Inquisition
Ahazi

aka

Sokepe
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SeraCohw
Tue Aug 23, 2005 10:04 pm
#7

how about also giving a skill in teh master box and it lets u guys have 10 or 12 peolple groups.
Blackferne
Wed Aug 24, 2005 6:17 am
#8






SeraCohw wrote:
how about also giving a skill in teh master box and it lets u guys have 10 or 12 peolple groups.






There are two reasons I don't see this happening:


1) 8 player max groups make it easier for the Devs to balance content.


2) If they designed content for a 12 player group it would make SL a "must have" profession which dictates playstyle.





Jounville Blackferne
"No one plays SWG to be Uncle Owen" -Dallas Dickenson


Darth_Sushi
Wed Aug 24, 2005 11:47 pm
#9







SeraCohw wrote:

how about also giving a skill in teh master box and it lets u guys have 10 or 12 peolple groups.






They have stated with no uncertainty that the 8-man group cap will not be lifted, mostly for the reasons Blackferne cited. I think the best we can hope for in that regard is for Squad Leader to have some role in assembling linked groups or raid parties. However, as Blackferne pointed out, if Squad Leader becomes a requirment for that then game functionality is necessarily denied in the absence of a Squad Leader. While I don't have any problem with that, it is evidently a problem for the designers.


Onone hand, everyone agrees that we should enhance groups. But, on the other,they havealso asserted that no professionwill ever be permitted to act as a gate to accessing game features. This, by the way, is the rationale cited at Fan Fest for Smugglers that can't "smuggle" anything - i.e., if only Smugglers can smuggle, then non Smugglers are denied access to the smuggling content. Keep in mind that the same logic does not seem to apply to,oh . . . say, limiting force powers and lightsaber wielding to the Jedi, or limiting player bounties to the Bounty Hunter.


The point is that if certain activities were only possible when grouped with a Squad Leader, then those activities would be unavailable to a group that isn't led by a Squad Leader. Duh. Seems like no-brainer, andis yet aCatch-22 in their stated design goals. This creates something ofa conundrum in terms of relaying their vision for us. I have yet tobe toldhow they intend to resolve this paradox.






UNAGI__N__[ONE TOUGH SQUID]
Officer Senator Insurgent

I play on Bria because Hell was full.


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