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Re: Squad Leader and the World of Tomorrow: Issues and Ideas   [ Edited ]
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Sylow
Community Contributor
Posts: 185
Registered: 11-12-2004


Server: Infinity




Another skill:

Cover fire - The SL fires an attack which does little to no damage but creates an attack posture down and the enemy has reduced weapon speed for 10 seconds. This would be in a cone and on a 1-2 minute cooldown.

That's what we officially already have from the marksmanship-line, it's called "supression fire", although it lacks the cone effect. The advanced "supression fire 2" is in carbineer, but seems to be no more effective than the one from marksman. (Also has no cone-effect, though both look like coning...)

According to very old posts in the marksman forums Supression fire once did what it sayd, but was nerved into oblivion. So, no new skill needed, just a fix is necessary.


Message Edited by Sylow on 02-16-2005 01:26 PM

02-16-2005 04:24 AM   Report Abuse to a Moderator
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Re: Squad Leader and the World of Tomorrow: Issues and Ideas
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_badcompany
Sr. Community Member
Posts: 104
Registered: 01-20-2005


PA: Pax Veritas
Server: Chilastra


And fix group run bugging jedi force run.

- badcompany

02-16-2005 05:08 AM   Report Abuse to a Moderator
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Re: Squad Leader and the World of Tomorrow: Issues and Ideas
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MadeEvil
Advisor
Posts: 259
Registered: 04-02-2004


Server: Tempest


I would love to see SL's able to fly shuttle's in JTL load up a 20 person group in a shuttle and then fly to x planet Enter location on the Planet and have the shuttle land their the animation is already in teh game for lambo shuttles and such to land. Just put a Termial on the shuttle for when you want to take off. THis would give SL's a great way to send in reiforcements to a battle.

Just have it the shuttle like a structure it takes up a certain space so if you two shuttles try to land at the same wp it will tell them that there si no room to land their. etc...

- Elmer

02-19-2005 12:44 PM   Report Abuse to a Moderator
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Re: Squad Leader and the World of Tomorrow: Issues and Ideas
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smallspider
Advocate
Posts: 107
Registered: 01-12-2004



Some issues i've noticed when jedi is in group under Squad Leader:
 
1- Retreat seems to hamper their force run making them slower... would like to see that fixed.
 
2- Rally is preventing them from force meditating, maybe this is how its designed... but how about an option for players to auto decline
    Squad Leaders enhances.
03-20-2005 05:54 AM   Report Abuse to a Moderator
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Re: Squad Leader and the World of Tomorrow: Issues and Ideas
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LexxYovel
Squadron Leader
Posts: 478
Registered: 09-11-2003


PA: Regal Imperial Defenders
Server: Starsider


Ideas for SL:
-Their own weapon such as an E-Web.
 
-Their own troop carrier skiff with a weapon. Maybe if the weapon becomes a problem, just make it so you have to go to a full stop to use it.
 
-The ability to use ranger camps.
 
-The ability to force people into a certain formation.
 
-The ability to use more faction pets and regular pets and droids. However, hopefully this is somthing that could benefit people wanting to go higher in rank.
 
-We should be able to use any SL commands we want for somone in the group. For example, if a Rebel is in my group and I'm Imperial, I should still be able to use certain commands.



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03-20-2005 07:18 AM   Report Abuse to a Moderator
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Re: Squad Leader and the World of Tomorrow: Issues and Ideas   [ Edited ]
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Ackehece
Squadron Leader
Posts: 2993
Registered: 08-11-2003


PA: Eclipse ITC-IM : TestCentre New Unity
Server: None Chosen



smallspider wrote:
Some issues i've noticed when jedi is in group under Squad Leader:
 
1- Retreat seems to hamper their force run making them slower... would like to see that fixed.
 
2- Rally is preventing them from force meditating, maybe this is how its designed... but how about an option for players to auto decline
    Squad Leaders enhances.

   A squad leader is a squad leader - you don't say no to your sgt!
Rally will prevent meditate by design, it also prevents rezzing, harvesting and many other abilities as well. It wears off so why worry 30 secs either way is not that long.
 
   You also appear to be confused about Retreat as well - It does not  make Jedi slower but it does do this - they  stack. The problem is in the burst run and force run timers. A jedi gets their force run for however long, like 3 mins or something. That timer has to run out before they can force run again. The /retreat will stack with the force run, but when its timer runs out it slows the jedi down to normal again, making them wait the 3 mins or whatever to force run again. The burst run/force run timer system has been broken since launch.
 
so if you were FR3'ng you would speed up even more (SO you are faster!) . But when the retreated ended in 30 or so seconds you would also find your FR3 ended.
I also noticed you put this is another thread:
 
i believe its....
force run 1 = retreat
force run 2
force run 3
 
 
it is probably something  more like this:
 
force run 1                       force run 1                        force run 1
retreat                              force run 2                        force run 2 / retreat
force run 2                       retreat
force run 3                       force run 3                        force run 3
 
it is hard to tell where to place the retreat in relation to fr2 as lag issues effect the test but it most definitely is faster then FR1
if you are group with a SL your max speed would be but you would have a timing issue.
fr1 + retreat
fr2 + retreat
and even
fr3 + retreat
 
and as N'jessi put it
"I told the jedi that *I* didn't have force run, and I quite liked retreat, and that he could disband if he wanted to use forcerun instead of retreat."
 

Message Edited by Ackehece on 03-20-2005 08:19 AM

Newb Rifleman FAQ ---- Basic Rifle Templates FAQ ---

fRiflewomen are all about Sex, Drugs and Rock & Roll

03-20-2005 07:18 AM   Report Abuse to a Moderator
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Re: Squad Leader and the World of Tomorrow: Issues and Ideas
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Loki_Ashaman
Community Guide
Posts: 450
Registered: 07-14-2004


PA: Disciples Of Homer [DOH]
Server: Kettemoor




smallspider wrote:
Some issues i've noticed when jedi is in group under Squad Leader:
 
1- Retreat seems to hamper their force run making them slower... would like to see that fixed.
 
2- Rally is preventing them from force meditating, maybe this is how its designed... but how about an option for players to auto decline
    Squad Leaders enhances.



2.  Ok, but only if the SL gets a message:  "Jedi-Bob has disobied your orders, kick from group?"  followed by a nice BIG yes button and a small no button.

Mardius Ashalar (ggggggggggxnnnnnnxgggggggggg) Larikuj V'neef
Disciples Of Homer [DOH] Kettemoor
Squad Leader, Master Rifleman, Inquision Ace ____ Master Architect, Master Artisan, Master Shipwright
Mall - Theed (-5240, 2770)
03-20-2005 08:41 AM   Report Abuse to a Moderator
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Re: Squad Leader and the World of Tomorrow: Issues and Ideas
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irott
Squad Leader Correspondent
Posts: 2681
Registered: 07-20-2003


PA: NWW / The Dirty Half-Dozen: Team Metermaid
Server: Test Center


Ideas for SL:
-Their own weapon such as an E-Web.

Working on the E-Web.
-Their own troop carrier skiff with a weapon. Maybe if the weapon becomes a problem, just make it so you have to go to a full stop to use it.

We have to get at least 2 person vehicles working first.
-The ability to use ranger camps.

Those are for the rangers.
-The ability to force people into a certain formation.

Not a chance.
-The ability to use more faction pets and regular pets and droids. However, hopefully this is somthing that could benefit people wanting to go higher in rank.

It is not for us. Like you said... maybe for higher ranks.
-We should be able to use any SL commands we want for somone in the group. For example, if a Rebel is in my group and I'm Imperial, I should still be able to use certain commands.


No.. thats why there is the "On leave" system.

[irott and the full effect] Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

03-20-2005 09:49 PM   Report Abuse to a Moderator
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Re: Squad Leader and the World of Tomorrow: Issues and Ideas
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smallspider
Advocate
Posts: 107
Registered: 01-12-2004



Not sure if this is as designed but why won't the sl command register in combat queue and more importantly why won't they clear when i press clear?
03-21-2005 05:15 PM   Report Abuse to a Moderator
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Re: Squad Leader and the World of Tomorrow: Issues and Ideas   [ Edited ]
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MailekEOC
Squadron Leader
Posts: 451
Registered: 09-08-2003


PA: Knights of Kauri
Server: Kauri


In our revamp there should be the leadership mod which would effect the wind up and cool downs as well as action and mind costs.  Higher mods benefit you with lower timers.
 
Tactics skills could be revamped to fit the new CU rules.  They will no longer have fail rates, they will instead have cooldowns.  The amount of leadership a squad leader has determines the duration of the skill, cool down and its effectiveness. 
 
Boost Morale - All group members receive a bonus to their mind and action regenerate rate.  This will appear as a coloured icon in the group menu window next to a player's name. 
 
Rally - All group members receive bonuses to accuracy, intimidate and warcry.
 
Stay Sharp - All group members receive bonuses to dodge and alertness.
 
 
 
 
 

Message Edited by MailekEOC on 03-22-2005 12:59 AM

Message Edited by MailekEOC on 03-22-2005 01:00 AM

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--------------

03-21-2005 08:59 PM   Report Abuse to a Moderator
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Re: Squad Leader and the World of Tomorrow: Issues and Ideas
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Blackferne
Interior Decorator
Posts: 9347
Registered: 07-16-2003


PA: Church of Alvis
Server: Scylla


I really want to see the sl post cu before we start drawing up our revamp plan.

Jounville Blackferne
MSL/MBH/Award Winner % Thunderheart said, "This is excellent "/ irott said, "ROFLMAO!!!!!HAHAHAHA!! *cry* LOL!"/ Norlanthale said, "nice going....nice title....freak."
03-21-2005 09:42 PM   Report Abuse to a Moderator
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Re: Squad Leader and the World of Tomorrow: Issues and Ideas
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MailekEOC
Squadron Leader
Posts: 451
Registered: 09-08-2003


PA: Knights of Kauri
Server: Kauri




Blackferne wrote:
I really want to see the sl post cu before we start drawing up our revamp plan.



Yes I really wanna see how they turn out in the CU before trying to make anything big.  I always picture SLs as "group buffers" but also having some SL only abilities and weapons.

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--------------

03-21-2005 10:05 PM   Report Abuse to a Moderator
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Re: Squad Leader and the World of Tomorrow: Issues and Ideas
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smallspider
Advocate
Posts: 107
Registered: 01-12-2004



Ideas:
 
1- Definately add intimidate to the dizzy, stun cure of "form up"
 
2- "Boost morale" should average out damage not wounds
 
3- for the love of god, i don't know why its not bothering you but make it so that queued SL commands clear with "combat queue clear". I'm always delayed from firing as i wait for steadyaim's that are not required anymore.
 
4-"Volley fire" should add a modifier of 1.5 - 2 in damage since its 1 hit.
 
 
03-22-2005 10:02 PM   Report Abuse to a Moderator
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