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Cass Caul
546
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Posted - 2013.12.18 23:33:00 -
[1] - Quote
I think I might have made this thread before, if I did it was in Chromosome, if I didn't it was because someone else did. Either way, 7+ months later here it is again.
I think DUST needs leadership skills. It would be very niche, only for those who really take the Squad leader role seriously.
[Leadership] X1 Unlocks skills that improve the squad leader role.
[Orders] X2; pre-req: leadership I; Ability to have multiple squad orders on the field at the same time. each level lets you have a number of unique orders, may not have multiple orders of the same type. (use this skill to have a rally and a defend order out at the same time, or a kill and capture order, etc) [Duplication] X8; pre-req Orders III; Ability to issue 2 of the same order. lvl 1, 1 duplicate, lvl3 2 duplicate, lvl 5 3 duplicate.i.e. at lvl 1 you could order a rally, defend, and rally. or a defend, defend, and kill. At lvl 3 (with orders lvl 4+) you could order 2 rally and 2 defense, or 2 defend and 2 capture, etc
[Enhancement] X1; pre-req: Leadership III; Unlocks abilities at enhancing a squad's performance [Mobility] X8; prereq: Enhancement I; each level enhances a squad's movement and sprint speed by 1% [Defense] X8; pre-req: Enhancement III; Each level enhances a squads base shield and armor values by 1% [Offense] X8 pre-req: Enhancement V; Each level increases weapon's rate of fire and decrease weapon reload time by 1%
[Support] X4; pre-req: Leadership V: Each level increases squad commission by 1%(i.e. base 20% becomes 25% commission at lvl 5) [Warbarge Specialization] X8; pre-req: Support III: Each level increases the duration of a warbage strike by 0.2 seconds
simple illustration of a skill tree http://www.lucidchart.com/invitations/accept/52b22ea2-d0d0-4bc1-a849-17640a0046a4
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Cass Caul
546
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Posted - 2013.12.18 23:34:00 -
[2] - Quote
Saved space
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Cass Caul
558
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Posted - 2013.12.19 06:04:00 -
[3] - Quote
Jaysyn Larrisen wrote:I like your idea and I'll raise you the idea of a Commander Class dropsuit.
I like a lot of the ideas and progression you are describing but I think it would be better to have those bonuses and perks associated with a specific dropsuit class. Actually I think you could have a leadership skill tree and a Commander dropsuit class and using both gets you the max benefits.
The commander role was an idea CCP put out in the past Much like Range Amplification, Profile Dampening, and Precision Enhancement best work on a Gallente Scout, these would work best with that type of suit. I wish they came out with the Commander instead of the Commando...
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Cass Caul
561
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Posted - 2013.12.19 10:24:00 -
[4] - Quote
501st Headstrong wrote:This would be great for us TCOs. +1. Perhaps add a range however, this would encourage squad cohesion. I never liked you could put a defend or on someone, and they just go kill to farm points. It should be the points all Squad mates earn within 25 meters of the Defend order. With someone of what you said, LvL 5 increases this to 50 meters, +5% per lvl. Great thread though, I'll follow it.
I've neve really been a part of the whole "stick together team" mentality. I started as the Arbiter and from Closed until February. I took up the shotgun, then fast-hacking and uplinks. My favorite position on the battlefield is overwatch, my second is flanking. My play-style and most people I squad with have always been "stay away from me, you're gonna steal my kills" type of players.
I realy think that would be very limiting. It would also be a much bigger tax on the system, as we've seen with grenade, mass driver, and forge guns, the more radius calculations the system needs to handle the more frames per second are going to hurt.
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Cass Caul
564
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Posted - 2013.12.19 19:30:00 -
[5] - Quote
Jaysyn Larrisen wrote:Cass Caul wrote:501st Headstrong wrote:This would be great for us TCOs. +1. Perhaps add a range however, this would encourage squad cohesion. I never liked you could put a defend or on someone, and they just go kill to farm points. It should be the points all Squad mates earn within 25 meters of the Defend order. With someone of what you said, LvL 5 increases this to 50 meters, +5% per lvl. Great thread though, I'll follow it. I've neve really been a part of the whole "stick together team" mentality. I started as the Arbiter and from Closed until February. I took up the shotgun, then fast-hacking and uplinks. My favorite position on the battlefield is overwatch, my second is flanking. My play-style and most people I squad with have always been "stay away from me, you're gonna steal my kills" type of players. I realy think that would be very limiting. It would also be a much bigger tax on the system, as we've seen with grenade, mass driver, and forge guns, the more radius calculations the system needs to handle the more frames per second are going to hurt. Bit confused...your OP was describing a system that would enable and reward teamwork...but you aren't interested in playing that way?
I think of it as high-end level teamwork. On a 3 point map you need to control of 2 points, on a four point map you need to hold 2 points and push for a third, and on 5 point maps you need to control 3 points to win. With 6 person squads now and the largest maps have 5 objectives, having a squad split up to take control of a map is best. I don't trust blue-dots to be competent. Sometimes splitting up a squad into 2, 2, and 2 or 3, 2,1 or 4, 1, 1 is going to be more beneficial to the team than roaming the map in a group of six.
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Cass Caul
568
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Posted - 2013.12.19 20:08:00 -
[6] - Quote
Lanius Pulvis wrote:+1 I like the ideas, and the extremely modest percentages you're talking about keep it from being OP.
Thank you, and yeah the percentages should be low. It shouldn't become a required skill to max full characters but should add flavor and utility and worth the investment.
The only thing I don't like are the skill multipliers, because I don't know what would be balanced.
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