Squad Leader Archive
Thread: What I feel Squad Leaders should really be like in this game.
- On top of the bonus's that squad leaders currently possess add another for group healing efficiency.
- Squad leader needs at least 1-2 wpn specials since it is a combat profession afterall.
- Allow Squad leaders to actually lead a small squad in a roleplay sense. To accomplish this do several things:
- Allow faction pets to be revived just like normal pets or droids when they die.
- Allow droid engineers to create the three combat droid types that you see in episode 1-3.
- Allow Squad Leaders to control up to CL80 of faction pets or droids.
- Next implement Squad Leader specific specials for instance:
- Call for reinforcements - When the squad leader uses this special a shuttle appears a few seconds later and drops off a few temporary faction pets that stay until the fight is over. These wont do that much damage but add a little boost to what the party can already do.
- Call for artillary support - When the squad leader uses this move it showers the battlefield with artillary rounds. When these rounds impact the Battlefield they will use the animation that the BH Arakyd droids use when impacting the ground and cause about 250 dmg to each target within 15 meters of the blast.
- Call for extraction - When the squad leader calls for extraction a shuttle will land and pick up the squad leader and his party and take them to a shuttle port of choice.
With any of these additions I feel that squad leader would be an exciting profession that many people would love to play.
Eldrikk wrote:Keep everything the same but add in a few additions to the profession.
- On top of the bonus's that squad leaders currently possess add another for group healing efficiency.
- Squad leader needs at least 1-2 wpn specials since it is a combat profession afterall.
- Allow Squad leaders to actually lead a small squad in a roleplay sense. To accomplish this do several things:
- Allow faction pets to be revived just like normal pets or droids when they die.
- Allow droid engineers to create the three combat droid types that you see in episode 1-3.
- Allow Squad Leaders to control up to CL80 of faction pets or droids.
- Next implement Squad Leader specific specials for instance:
- Call for reinforcements - When the squad leader uses this special a shuttle appears a few seconds later and drops off a few temporary faction pets that stay until the fight is over. These wont do that much damage but add a little boost to what the party can already do.
- Call for artillary support - When the squad leader uses this move it showers the battlefield with artillary rounds. When these rounds impact the Battlefield they will use the animation that the BH Arakyd droids use when impacting the ground and cause about 250 dmg to each target within 15 meters of the blast.
- Call for extraction - When the squad leader calls for extraction a shuttle will land and pick up the squad leader and his party and take them to a shuttle port of choice.
With any of these additions I feel that squad leader would be an exciting profession that many people would love to play.
Well some of your ideas have been mentioned before, but as far as pets, I'd rather group up with 7 other friends than a few pets and a few friends. Since the group amount has been reduced, there isn't much room for pets now at least as far as we're concered (me mostly, some SL's may love pets). Honestly I'm still surprised that CH has lasted this long. Yes, great pets, but if a CH wants to bring in 2 or 3 pets, that means that there are going to be less people and more npc's. Plus, the Dev's have stated we're not going to be NPC handlers. Now yes, I have avoided some of your other thoughts, but like my first sentence said, they've been mentioned.
Aye. Leave beasts to CHs, i've hit the 8 persons limit more than once already, wouldn't want some NPCs in team. It's hard enough to tell the CH in team to leave the beast away as we need the slot, i surely don't want to be clogging up my team with NPCs myself.
Sylow wrote:Aye. Leave beasts to CHs, i've hit the 8 persons limit more than once already, wouldn't want some NPCs in team. It's hard enough to tell the CH in team to leave the beast away as we need the slot, i surely don't want to be clogging up my team with NPCs myself.
Amen.
What i would like to see would be:
On short term:
- group defence modifiers being increased. Change the +5 in the master box to +25 and it's worth it.
- group defence modifiers being displayed on team in the form of buff symbols.
- steady aim giving a bit more of bonus and lasting for the complete displayed duration instead of stopping at first shot.
- volley fire cooldown reduced a bit
On medium term:
- boostmorale applying a small buff of increased attack speed of action regeneration on the complete team. (Forget the whole distribute-wounds business.)
- some form of agro-control implemented, several suggestions were found here.
- low-damage grenades implemented and certified at SL boxes. They would be flash grenades for AoE blindness and concussion grenades for AoE stun/dizzy.
- retreat being changed to be an actual retreat command. (Minimal costs of action and mind, but applying a 30 seconds debuff on the SL, reducing action regeneration to something between 0% and 50% of the original rate. Would certainly be a reason to retreat then...)
- allow factioned SLs to change the faction status (on leave, combatant, SF) of teammembers (SL included) as if being a recruiter.
On long term:
- give us satelite reconaissange, as described here.
And please, at any term, don't give us NPCs.
Bigger group sizes for SL's, please.
HzGuderian wrote:Bigger group sizes for SL's, please.
kthx.
Yes, please-thankyou