From what I understand, the eyepatch suffers from the same problem the imperial hat does. But fear not! The next expansion will be titled: "Imperial Hat Unleashed!" I believe they are going to be putting together a large team, lead by Ood_Bnar himself, to accomplish this massive project. Hopefully they will have time to redesign the "Ocular Patch" so that it fits the various species as well. With that you will be able to put on a hat, wear a patch and swing from vine to vine on Endor...
GedaTholit
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Can we get back to the point of this thread?
_________________________________________ Vendor: 2716 -4196 TAT (500m outside Mos Eisley) IGN: Geda Tholit Master Cloner and Frequent Cloning Gold Medallist Awarder of the KGTA Medal. Current Recipient: Jaxson
Just another idea to add to the list and get us back on topic:
Stay Sharp: Ability which increases the group's chance of dodging, blockimg or counterattacking incoming attacks. Damage output is reduced slightly but there is an increased chance that group members will land critical hits which cause wounds.
Mailek Oofiso - Master Carbineer, Master Marksman, Squad Leader Colonel in the Rebel Alliance 2 Star General of R.S.F.
Give Squad Leaders a Com Link to use in battle to call in Artillery Strikes and Shuttle Pickup, Radar Jamming.
------------Never forget the Republic Long live the Alliance--------------
You all have really awesome ideas. I always liked the SL forum the best. The group ideas are great. Formations, commands/abilities to amplify the way a group leader works. Squad leaders should be able to do things no other group leader can in the way of communication, information, scouting, as well as combat.
I would really like to see SL work with other professions. For forts, you can work with all the crafters on that. Rangers and SL should be the best of friends in the field. etc
The best idea I have anyway is for Squad Leaders to have ways to work together. Instead of 2 or more SLs in a group, each SL has their own group but they can benefit each other. Better communication, like a group chat channel for the large group instead of making only 1. Or to play on many groups, have a SL lead a group of SLs that are by themselves leading groups. Ideally, like the chain of command. Just something for those much larger groups to enhance what they can do as well.
Also agreeing with the many previous posts, any benefits shouldn't just stack. Like 2 squad leaders should not double the bonuses they get, but take the 1st leader's bonuses and the 2nd leader's bonuses add on as a lesser amount than they would be alone.
Colonel Goldy Different Master Bounty Hunter Imperial Inquisition Ahazi
Loki_Ashaman
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MailekEOC wrote: Just another idea to add to the list and get us back on topic:
Stay Sharp: Ability which increases the group's chance of dodging, blockimg or counterattacking incoming attacks. Damage output is reduced slightly but there is an increased chance that group members will land critical hits which cause wounds.
There are just to many Idea's to chose from, just read some of the previous post!
I would Like to see
1. Impoved Passives, Melee, Range, Def Vs Stun, Def Vs Knockdow, Def Vs Blind, Def Vs etc. This would greatly increase our durability in combat. And make us much more desirabl in combat.
2. Highlight Targets, maybe shade targets Red, Blue, Green, etc. This would allow the team members to identife there objectives.
3. Boost Moral should be tweeked to include all wounds and Battle fatiuge to be of any real value. Instead of just annoying people now we are really bringing something to the table. This would allow us to be out in the field so to say way past the redline. But it should be done on a percentage bases, for example take one stat, any stat they should all work the same, add them all together, then add all the wounds together on that stat, this will yeld a percentage/ratio. Then apply that percentage to everone, this will turely help share the load.
4. New skill should be added to balance damage, this will help people from getting killed all the time, and again add the ability of being in the field so much longer.
5. Volly fire should be changed. It should allow an extra attack, and not replace any attack in anyones que. This extra attack is a normal attack but should be allowed to target one pool, say heath, action or mind. This stops the hate tells about how I was doing this or that, bla blha bla. And increases the value of this skill if we can targe a certain pool without interuppting anyones play, players don't realy like to be told what to do, why force us to do that? Also don't forget this should include melee players too, if there close engouh, and as its a free attack it shouldn't cause any problems if there not.
6. Aim needs a touch up, the time should be extended, and should cost less, and should be a free action, for everyone but the Squad leader.
7. Retreat needs to be tweeked, to inclease time, but if were really suppost to stand there and take it in the butt, why have us blow all our ham, why not have it cost nothing and instead have everything argo on us, this still does the same thing only better, we still die, and everyone can get away instead of the mob just chasing after the person who is running, and still killing them?
8. We need a charge command, to allow our ranged shooters to laydown some cover fire and cause poster changes in there selected targets, and give players with melee weapons equiped a short burst run to get to there pray. This also get rid of that annoying whos going 1st if we just have everyone attack at the same time.
9. what about a squad leader mission term, 3 times the pay off but 3 times harder, 3 times more creatures/npc, and anyone in the group can get them as long as there is a squad leader in command of the group. A pay off of 90k (90k devided among the close members of the group like it is now ) to a group of people is no worse then a payoff of 30k for some one doing solo missions. And each mission would be much more enhoyable you might even have to think about it, inorder to pull it off, and then there is the increased use of the squad leader skills, unlike normal mission you really don't have to use any Squad leader skill.
Things that need to get tossed.
1. Camping? whats the point? We can make camps at novice. To top it off now that you don't have to be in a camp to call a pet, ride, or droid out, no one realy cares about using them. Its not like you can cure battle fatuge in them. And I really don't want to see fortifications, do you really think many players will wait for you to place them? Terrain has no effect on combat, what do you think fortification would do? Nothing thats what. Granted it is a cool Idea but honestly they'll never get used, combat will be over before that happens, and the higher content, DWB, or GEO, or Krayt, or Kimo's, there not going to care about a sand bag. Just drop it, we will still be able to preform the basic concept that was in mind, just by having novice scout. Not only that is this a combat proffession or a crafting proffession, I would rather see a combat proffession.
2. Group HAM buff what the heck is this, is this some kind of cheat? Just go get buff's there better
3. Faciton pets, well ummm lets see, 1 TKM, or 1 Master rifleman, or 1 master any combat thing, can well wast any number of faction pets you could ever have, again whats the point, go be a creature handler if you want solo play.
4. make other people overt, ya right, like that not going to get abused, just have everone go overt before hand
5. Calling in bomber for an airstrke, well thats kool, but realy its just not going to work, I've read the various posts, yes it is kool, but they will just nerf it until it does little more then a CDEF pistol after a few players get insta killed. I can just see it now "can't have insta Kills out there thats not fair, whaa, cry, whaa"
6. Having a Real tank to control, or troop transport, that's not going to fly. To many people will want to be able to do it with out taking squad leader, besides what does a squad leader have to do with driving? It will come out in an expansion anyways so you can use an AT-ST and AT-AT's
7. group weapon, no don't think so it will take to much away from commandos. Besides, not many people will be willing to wait for it to get set up, and what about melee creatures, they'll just run up and kill it, or kill the operatior. IT is kool but just won't work with the way combat is. And not going to work in PVP, the rifleman will just destroy it as soon as its out.
I don't like doing that but I reather see energy used to help the Squad Leader get enhanced to the point of being usefull not only in PVP but in creature combat as well. And would like to see Squad Leader usefull to everyone at every level, from novice to master. Squad Leader should be a want, a nice to have, just like its nice to have JEDI in PVP because you know the other side will be bringing them.
Loki_Ashaman
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FastWillz wrote:
There are just to many Idea's to chose from, just read some of the previous post!
I would Like to see
5. Volly fire should be changed. It should allow an extra attack, and not replace any attack in anyones que. This extra attack is a normal attack but should be allowed to target one pool, say heath, action or mind. This stops the hate tells about how I was doing this or that, bla blha bla. And increases the value of this skill if we can targe a certain pool without interuppting anyones play, players don't realy like to be told what to do, why force us to do that? Also don't forget this should include melee players too, if there close engouh, and as its a free attack it shouldn't cause any problems if there not.
6. Aim needs a touch up, the time should be extended, and should cost less, and should be a free action, for everyone but the Squad leader.
7. Retreat needs to be tweeked, to inclease time, but if were really suppost to stand there and take it in the butt, why have us blow all our ham, why not have it cost nothing and instead have everything argo on us, this still does the same thing only better, we still die, and everyone can get away instead of the mob just chasing after the person who is running, and still killing them?
8. We need a charge command, to allow our ranged shooters to laydown some cover fire and cause poster changes in there selected targets, and give players with melee weapons equiped a short burst run to get to there pray. This also get rid of that annoying whos going 1st if we just have everyone attack at the same time.
9. what about a squad leader mission term, 3 times the pay off but 3 times harder, 3 times more creatures/npc, and anyone in the group can get them as long as there is a squad leader in command of the group. A pay off of 90k (90k devided among the close members of the group like it is now ) to a group of people is no worse then a payoff of 30k for some one doing solo missions. And each mission would be much more enhoyable you might even have to think about it, inorder to pull it off, and then there is the increased use of the squad leader skills, unlike normal mission you really don't have to use any Squad leader skill.
5. Volleyfire - nice idea.
6. Having it last longer is definately something we would want. Isn't it a free action already for those in our group? I've never noticed in delay in my teammate's firing rate when I've spammed aim.
7. The aggo everything attacking the party is an interesting idea, but what's the point? A MSL is just a few second speed bump. How about we add to retreat the ability to survive? High level melee/ranged defense, level 3 damage migration (maybe even a lvl 4 for the duration), boosts to resists and stuff - make it so an SL who calls retreat can stand there and keep the enemy engaged. Don't increase the SL's damage dealing power - we're holding the pass, not throwing back the enemy. And to make it so it doesn't get abused, have it so when retreat wears off the SL is severely weakened - negatives to HAM, penalties to defense and resist, etc. No autodie, that would just be lame, but make it tough for the SL to survive afterwards.
8. yeap, this is something we're already working for.
9. Umm, no. We want to get rid of solo grouping, all this will do is make it so SL - lead solo groups are more in demand. Maybe if the SL missions were coded so they don't spawn unless the majority of the group was there, but the way you've described it would just lead to too much solo abuse.
6. I don't think it is a free action. It might be though, but a longer delay is a must
7. Nice touch up. I like the impovement
9. Ture, didn't think about solo play much, I do have the fortune to play with 2 to 3 other players when ever im loged in, was just thinking tuffer missions would require more people in oder to complete. But what about a 75% of the party having to be at the each of the waypoints before you could procceed? and maybe have a 2 waypoint hop before the final waypoint, and the last waypoint should be no more then 75m from the group. While Im not a BH, I've been on there misisons with them before. I would be happy with a complex mission. Or maybe make it so only the Squad Leader gets the mission but the reward would have to go up, the Squad Leader is only able to get 2 missions. Or what about maybe allowing the squad leader to have one mission per person in the group? ( a limit of 5 or 10, I think 20 would be to many )
Loki_Ashaman
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Some people might not like the multiple hops, don't think I would mind it if I knew if was coming. The idea definately has merit if they could prevent it from becoming the perferred method of solo-group. If it was only the SL who can take the mission, instead of making it so s/he can take more missions, maybe code them like the JTL duty missions - after you finish off one lair, you get a waypoint to where the next one will spawn. Actually, duty missions would just be cool to put in the ground game in general
I think we should have certs for all three ranged weapons (pistol, carbine, and rifle), but make it so that it requires the 4th marksman skill box of that particular weapon in order to use it (like in order to use the SL pistol you need pistol 4, and of course squad leader). So if you want to use all three weapons, you have to master marksman (which, if I did that, it would completely mess up my template ).
Blackferne
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Well if you allow for three weapons you should have the certs in teh Novice SL box. 1) it makes it SL only and 2) if you only had one line of marksman you wouldn't likely be using the other ones anyway since you don't have decent specials for them anyway.
The reason why I said that a particular weapon cert should also require that particular line in marksman is to discourage people from picking up SL just for the cert. To make the skill cost relevent, we could add some more specials in the SL tree for these weapons. Or we could move the cert from the marksman tree to the different elite professions that come from it (pistoleer, carbineer, and rifleman).
Loki_Ashaman
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I think requiring the box 4 of rifles/pistols/carbines would be unnecisarry, just having the cert and being able to equip it isn't going to do much. Give a novice marksman a T21 rifle, yeah he has a really powerful rifle - but he has NO accuraccy, NO speed, and NO specials except the those from the support line - in other words, he's certed for a great weapon, but can't do jack with it.
Blackferne
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Soda_Jedi wrote:
The reason why I said that a particular weapon cert should also require that particular line in marksman is to discourage people from picking up SL just for the cert. To make the skill cost relevent, we could add some more specials in the SL tree for these weapons. Or we could move the cert from the marksman tree to the different elite professions that come from it (pistoleer, carbineer, and rifleman).
<---MBH/MSL What I don't get teh love here? /cry
I think having 1 weapon from each tree in the novice box of SL would be good. (they could choose teh weapon based on what they do well at) But maybe to encourage people to advance up SL you could have higher certs for a second tier weapon that is better. Like SL pistol at novice, ub3r SL Pistol cert at Leadership 2 or something(thought being pistols closer to melee range use the line with melee defense) and ub3r SL Rifle cert at Tactics 2(ranged defense line) . And the Carbine at Strategy 2.
I like the idea that volleyfire could hit a certain pool regardless of what weapon the group uses.
If would make all the differences in a group mixed group WITHOUT one - all pools are almost down, but the targets keeps knocking ppl from the squad out - to one WITH a squadleader. They would be able to hit the pool which goes down first and wouldnt have to wait for a luck shot in the end.
Since this is not the case, i myself as a squadleader novice am going for Master Marksmann so, that in the end, I would have in my squad at least the appropiate weapon at hand, but this is just a "workaround".
Having followed the last posts, what about this:
The squadleader gets the ability to change weapons faster than everyone else. He can do it in one action, not in two. So if he sees one pools is going down, the squadleader changes the weapon to the one hitting the particular pool.
To prevent an abuse, give this ability only the master squadleader.
Still, I would prefer an volleyfire at one pool over this, cause it suits the idea of a squadleader more ( cause it's more leading the group than doing something himself).
Blackferne
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_scout_ wrote:
The squadleader gets the ability to change weapons faster than everyone else. He can do it in one action, not in two. So if he sees one pools is going down, the squadleader changes the weapon to the one hitting the particular pool.
To prevent an abuse, give this ability only the master squadleader.
Actually I would think that the switching weapon reduced to one action should be incorporated into SL, BH, and Commando since they all have multi weapon gameplay styles.
The coolest thing about squad leader, i felt, is not only the fact that you can do useful things that most other cant; but that they specifically benfit your group. I dont know about you but my most used ability from swuad leader is thepassive terrain negotiation. With squad leader being (at least flavor wise) the class which organizes and mobilizies groups, i really think being able to hop from one side of the map to the other would be useful. Like, when you cross teh eastenr edge you're on the western edge. A round planet instead of a flat map. It would -greatly- increase mobility under a master squad leader.
I thought I already posted on this thread, but I guess not. anyway...
Squad Leader should be a main role in being in a group. They should be able to make strategies and have their group do them in ways no other group can. I hope SLs can work with other professions on the field, a skill or bonus depending on what they are. A Ranger and a Squad Leader in the field should be dynamite together! If Squad Leaders work with the professions in their group, then they themselves aren't powerful alone. They can help a group of newbies, but obviously a SL leading a group of masters should be able to do much more than a SL leading a group of novices.
Since there will be new armor and new weapons, we could add on to that. Upgrades for armor, or an armor in general for Squad Leaders with enhanced communication ability, vision, satellite link for larger view on overhead map or radar. Weapons can do more than just damage, but can have things like net launchers or a scope upgrade linked to a special helmet for improved accuracy.
for skills, I think SLs should have stuff like preparation, spend a few minutes before battle to improve stats. Combination moves would be nice, like if you have a few carbineers or BHs with carbines all doing knockdown, you can coordinate some attack (similar to volley fire) but that makes a much higher chance of knocking them down...higher than it would be if they all just tried to KD anyway. Would be nice.
Ok ill stop here. GO SLs!
Colonel Goldy Different Master Bounty Hunter Imperial Inquisition Ahazi
Being a squad leader really focuses on two very basic abilities.
1.) information management/communication: We need some way to do this better than someone who isnt a SL. Granted there are group chats and our system message, but we need easier ways to designate targets and issue orders. We also have a need for being able to monitor our group and the tactical situation better than we are able to now, or better than groups are normally able to. These are the abilites that would truly make a squad leader dangerous, the rest is really just fluff. Being able to subdivide our groups into fire teams and give fire team leaders some kind of ability to speak with their 2-4 fire team members, establishing a chain of communication that is more focused and organized would be a huge benefit. This way the squad leader could THINK in terms of 4-10 fire teams instead of 2-20 individuals, and he only has to talk to his 4-10 fire team leaders intead of the entire group, this creates a much more organized combat situation, allowing greater flexibility and organization in the field. Granted these are things people can do themselves if they so desire, but they have to go through a lot of steps to do so in creating chat rooms and so forth. Itd be much better if there was a way to instantly get everyone in the group in the rooms the SL designates.
2.) Inspiration: Sls inspire their men to fight for them, and perhaps die for them. It would be nice if you could have a few abilities related to inspiring your men. Perhaps at the lower levels you can only say a few words of encouragement, that provide small bonuses, and at master you can give a largish inspirational speech that provides a larger bonus for a longer period of time, and make the speeches or words alterable, so people can roleplay with that aspect of things.
If we were able to do these two things, we would really be the SL we want to be. SL weapons are silly, IMO. I dont think we need any of them, with the possible expection of a group weapon, but I still feel commandos are better suited toward that end.
The other thing that I think would still be great for us to have is the role designation that gives every profession some kind of bonus or special ability that pertains to group play specifically.
I do like the group weapon idea but I agree that a SL weapon is kinda limited in the benefits that it would provide to a group. I feel it is more important to lead the groups and to give other benefits than to kill a couple of extra targets by myself. A strong weapon is helpful but that is why you can take rifleman or pistoleer as well as squad leader. Inspiration would be like a buff specific to SL. I like that idea as well. There has to be an reason that people want a SL in there guild or to join a SL group that makes it worth while. I like the eliteness of the SL since you don't see many around but still, you need a role in groups to make it worth while.
~Matheo Lupo~ Proud member of Raging Storm (RAGE) Corpral of the Rebel Army Squad Leader & Rifleman, Master Marksman
Since the topic is rearing its ugly head again on the SL board, I just thought I'd add this suggestion:
The end of spatial yells for SL commands. If the CSRs are gonna give us a hard time when we're just trying to use our commands (albiet in a highly populated area, but that's purely circumstantial), then we need to have the ability to turn them off. It would even be better if we could move these yells to the /sysgroup commands so that the only ones that suffer the dreaded SL spam are your group members... muahaha