Squad Leader Archive
Thread: SL Abilities
At ease men!
I've been reading these forums for long now, and this is my first post, I'm also SL... and if it was'nt of my conviction, I,d surrender this freaking tree for long. I've read many good ideas about SL, saw player-made trees, and abilities. But i still think SL should be a class the really BOOST a squad, being a real leader of nature and master SL in game would make a team a powerfull single minded entity.
Here is what I think
-players should NEVER be considered like pet, tho volleyfire is not bad ( we alway end having all creature on us because we fired first)
-players should have significant boost, buffs and perks
-and player should really enjoy having a SL in their team, PvP or PvE
Reading these fourms gave me good idea, but instead of making a all-new SL tree by myself, everyone should give new abilities to add to SL, then we could build a tree all together
No offence captainVemnox, but I think your tree turn players into pets, and it's not what player want!
-So, SL should have an abitlity to make all their groupmates attack the same target and/or paint it for attack
-Terrain negociation bonus should not be a single branch, since many fighters are also scout
I'm short on time, therefor i can't elaborate my post more than that, i'd like you guys to post what you think would be good and significant adds for SLs, making us a class, not that useless crap
Captain Kudaark Somtaaw
-end of briefing-
But what the xp system is simulating in the game is true for the real world.
Those SL abilities have to be learned, either while playing the game, or by learning them out of the game and bringing them into the game.
I also noticed the rise of several SL on Ahazi and it makes me proud to see that more ppl are interested and willing to do the work and try to learn the profession, and you ll have to do more then just to learn what abilities to use when. You realy need to learn "HOW TO LEAD" a group and that's still very difficult, especially in SWG.
If you look back at the history of SWG it was mainly a SOLO player game, since with buffs everything was solo-able and with jedi being able to deal damage,heal,crowdcontrol and enough defense (thus being a solo PvP profession not being dependent on a group like regulars) too many players are still too much used to play solo.
Ive seen SL who are putting a lot of energy in trying to lead a group, but nobody listens, especially since the overall player base is still too much used to do "things on their own" and I've been in those groups myself a lot.
Also and especially with experienced players and a not so experienced SL it is hard for the novice SL (in terms of leading ppl not in terms of his skill boxes) to lead these ppl, since rather then supporting those novice SL, they just bypass them and "do things solo while grouped".
So getting back to the game:
- The SL should earn XP only while grouped (SL XP).
- His abilities should be easy identifiable by other players, so they can directly see, that it will benefit them when they listen to his commands.
- The SL abilities should lead the SL to how to lead ppl. Assigning waypints and maybe the implementing of formations, would help directing the novice SL into the right direction. That he should lead his troops rather than just let everybody do what they usually do.
- The SL should get a easy readable feedback of his own abilites that effect the other players, so he knows that he is realy helping his squad.
- There are currently already some basic commands as volleyfire, steady aim and retreat (although that is hardly used as retreat) that directly affect the group and are tied to a spezific command. The SL needs more of these abilities that are tied to a spezific commmand so the SL learns some basic commands, as well as in my frist point state above that the group gets used to realy do what the SL is saying.
So although I agree in all your points I have to add that even a good SL cant lead ppl who wont listen to his commands.