CRNWLLC
Screwy Rabbit ULC
215
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Posted - 2014.04.22 19:20:00 -
[1] - Quote
Someone recently created a thread asking the community what equipment they'd like to see. People had a lot of great ideas (bubble shields, webifiers, radar scramblers, etc.), and it got me thinking.
I've seen a lot of people ask for more skills. And it got me thinking.
What if there was a Leadership skill tree? It could grant access to all sorts of cool stuff.
- There could be a skill that determines maximum squad size, instead of everyone being able to create a full squad from the git, each level would grant +1 squad member, so at level 5 a merc could lead a full squad. This would also make the Team channel a little more relevant, so maybe on a team level, randos would be more inclined/able to coordinate with each other and forge new relationships; assuming this lead folks to start actually using the Team channel, we'd probably see less brutal stomps.
- A skill that grants 4% bonus per level for giving squad commands. Without this skill, command bonuses are not granted; at level 5, squad members would get the 20% bonus WP that is currently granted by default.
- A second squad command skill that unlocks a new command each level. Level 1 grants "Cancel", level 2 grants "Rally", then "Capture" -> "Attack" -> "Defend". I dunno, maybe the order is wrong, but my thinking here is that this impedes the squad leader from being able to get specific with team members that either aren't paying attention to comms or don't have a mic. In other words, it makes being a squad leader more challenging. I'll admit that having the first level only grant "Cancel", which at that point is useless, is sorta janky, but then again, I couldn't come up with anything better, and there are plenty of skills on the current tree that are reasonably "skipped over" until the SP for the next two levels is available (here I'm thinking of vehicles--no reason whatsoever to skill basic op to 4, since it grants no bonuses and doesn't open up any new vehicles; if you were smart and wanted to get into HAVs, you'd wait till you had enough SP to go straight to level 5, or from 3 to 5--skilling to level 4 does nothing in this case). "Rally" is second, since it's a general command for "GET THERE!", followed by "Capture" (which I read as a special case of "Attack"), then "Attack" and "Defend", since, IMO, only the most exemplary of leaders has the wherewithal to take new objectives and hold ones they already have.
- OMS skills that allow the leader to fit OMS equipment. There'd be a piece of OMS equipment for calling in "small" turrets of each type (since the ones on map are always "large"); they'd be smaller because they'd have limited ammo and would do less (not a lot less) damage than their larger siblings. There'd be a piece for calling in a mini-CRU (maybe a max of 30, ie 20% of the beginning 150, clones possible) and one for calling in a mini-Supply Depot (would only be accessible x times; or, there could be some maths a la nanite clusters and an individual suit/module/equipment's mass requirements). All these installations would act as a halfway point between DUs/nanohives/NO ANALOG on the one hand and CRUs/Supply Depots/Large Turrets on the other. They'd offer strategic benefits as they'd be able to be called in anywhere (within reason, like vehicles), but they're definitely not risk free, as they can be hacked and destroyed. Obviously, they'd be largish in size, so, accordingly, they'd cost a pretty penny (but likely, in most cases, less than a vehicle with a mobile crew or similar turret). They also would not be recallable, but any surviving at the end of battle would find their ways back to players' inventories.
- Warfare links. Like EVE, they'd grant the leader's squad bonuses. We could even just mostly transplant the EVE paradigm; ie, Armored Warfare skill would grant the leader's squad a 1% bonus/level to efficacy of Armored Warfare modules, which would grant the team a 5%, 7%, and 10% bonus to plates at each level (or, 10%, 12%, and 15% @ level 5). Skirmish Warfare would also grant a 1% bonus/level to efficacy of Skirmish Warfare modules, which would increase a squad's movement speed x%, y%, and z% a level.
These suggestions, I think, also have the benefit of shaking up PC and the way the major corps do things, so it might be beneficial in this regard, too.
These are just off the top of my head--please add your two cents!
My other dropsuit is a Python.
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