Squad reworking

Discussion in 'Feedback' started by Sprayer2708, Mar 21, 2010.

  1. Sprayer2708

    Sprayer2708 Member

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    I thought of Squads to give some boni to their partipicants other then the aura of squadleader and the squadabilities.

    I suggest to totally replace both with passive skills (Squadboni), which can be chosen like the skills of individuals and need squadpoints in order to have more of those skills.

    Also, these boni shouldnt be dependent on how far away from the squadleader but on the distance to other squadmembers.

    The aura squadleaders actually give is dependant on the squadleaders class, I think thats senseful but unbalanced (c'mon who wants staminaregen if it denies u to have higher damage or accuracy?) so my suggested bonis can be learned by each squad, but will only take effect one squadmembers if another squadmember is near them fullfilling some conditions.

    This should improve teamplay, especially in squads and make players think more about what class and equipment to take.

    Well I think what I said till now is a little abstract so i give examples for what skills that could be, ordered by classes which have to be close to take effect
    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    Riflemen
    • Covering Fire
    For each riflemen close to him (not including himself) the squadmember will take 5% less damage from Bullets. Additionally, he will take 15%* less damage if a squadmember closely fired a machinegun the last 2 seconds.​

    • Accuracy
    Under the guidance of experienced riflemen, the squadmember will shoot 5% more accurate for each riflemen closely. He will shoot additionally 5%* more accurate if the riflemen is equipped with Heavy Rifle or Assault Carbine.​


    Grenadier
    • Depleted Uranium Ammo
    If a grenadier is close to him, the squadmember will do minor damage to vehicles with bullets​

    • Explosives Expert
    Under the guidance of experienced grenadiers, the squadmember will deal 5% more damage with grenades for each grenadiers closely.​


    Scout
    • Pathfinding
    For each Scout next to him (including himself) the squadmember will move 6% faster.​

    • Reconnaissance
    If a Scout is next to him the squadmember will automaically spot every enemy he hits with a bullet.​


    Engineer
    • Healing Aura
    For each engineer closely, the squadmember will regenerate 1hp per second.​

    • Enhanced building​
    For each engineer closely, the squadmember (not engineers) will build 10% faster.​

    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    The presence of the squadleader may additionally double the squadboni (except those I gave a * behind)
    Some skills which are not dependent on the class of nearby squadmembers could complement this System, for example the squadleader not doubling, but tripling the boni.
     
  2. Metal Smith

    Metal Smith Member

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    First, I think the word you are looking for is "Bonus". I may be wrong though.

    Second, the idea of squads is to keep the squad together, not to give advantages to players. The idea is that the squad aura's are so powerful that squads will WANT to stick together.
     
  3. Sprayer2708

    Sprayer2708 Member

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    Oh well, I thought plural of bonus is boni since its latin but it seems to be different in english.

    Yep, thats what i think too, and arent my suggested auras powerful enough for this?
    To be honest, i dont think the Auras we actually have are powerful, i mean Regenerate 1HP per second, whilst losing 500 hp per second in combat....
    I dont know how much the Accuracy and Damage Aura improve Squadmembers but i think they r Minor too.
    Well what im thinking of scouts aura i told already...

    Another thing: Maybe I shouldve written it in each description of the skills, but i thought its obvius that when i write "for each riflemen...." i mean "for each riflemen of the same squad...."
     
  4. Metal Smith

    Metal Smith Member

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    Alright, boni is technically the plural, but most people just use bonuses. I've never seen anyone use boni tbh.
     
  5. TenaciousDave

    TenaciousDave Member

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    *insert boner joke*

    I think the squad leader auras are pretty okay now.

    The passive engy healing is useful for those idle moments from point A to point B

    Riflemen and grenadiers have general weapon boosters

    Scoutish squads could use that extra stamina for whatever troublesome tactic they delve into.
     
  6. Sprayer2708

    Sprayer2708 Member

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    Dont think i only want the Auras to be replaced. I also want the Squadabilities (like armor and Artillery) to be replaced, having a senseful passive use of squadpoints and removing imbalanced squadabilities (Squad Arty is annyoing, especially if ur own squadleader is too dumb to use it)
     
  7. Metal Smith

    Metal Smith Member

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    what's imbalanced about squad artillery?
     
  8. Varbles

    Varbles Simply Maptastic. Staff Member

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    dont touch my giant howitzer in the sky :3
     
  9. blizzerd

    blizzerd Member

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    i agree with the need for something like this, i do think we should consider other options of accepting these goals too, since i am not a fan of what you are suggesting
     
  10. LordDz

    LordDz Capitan Rainbow Flowers

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    Feels kinda favored to the rofflewhore?
     
  11. Sprayer2708

    Sprayer2708 Member

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    u gotta be joking. other squadabilities r helping, like u gain less damage, deal more or something like this. Squadarty is like look around a corner and do some instantkills
     
  12. Ikalx

    Ikalx Member

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    Squad arty is a very useful ability if used properly. While it can be used to kill infantry, I would rather say that's a somewhat lesser use compared to its effectiveness on buildings. The squad arty is sometimes the only tool you can use to break an enemies foothold barracks and really can be an invaluable weapon.

    Sure it's sometimes a spam fest, but not, in my opinion, very frequently compared to it being useful.

    I liked the direction you were heading with the ideas, but I don't know if we should use them. I like new people adding to the ideas of squad aura's etc, because a lot of us have gotten locked into only what Empires uses - and rarely think about quite a few fun things that we should.
     
  13. Dubee

    Dubee Grapehead

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    It falls from a different distance on every map. Sometimes it takes like 6 seconds for it to hit.. And since they added the sound you have plenty of warning and time to move.. It should ideally only be used on stunned cvs or smoking barracks..

    You might be thinking of district_402 a map that this game should definitely not be balanced by. I agree some of the other powers could be changed to be more useful but this is also the reason they are so much cheaper.. If your a squad leader you need to pick your class wisely..
     
  14. Sprayer2708

    Sprayer2708 Member

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    Uhm I'm not new to Empires and I frequently vivsit this forum. Its only the first time i wrote something myself. :rolleyes:

    Sure I agree Squad Arty is a use- and senseful skill, but its too easy to use compared to its effeciveness vs everything.

    I red about this arty turret which shoots at spots marked by scouts. Using this would be a nice solution if ppl absolutely need something with a big bang.

    Edit: 0o i never heard that sound of Squad Arty before it hits
     
  15. Varbles

    Varbles Simply Maptastic. Staff Member

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    I use it to kill turrets, 1 good hit will knock out 2 or 3 close turrets, really good on close maps like district, SOF, and escort, and maps that have preplaced level 3s, cyclo, coast, arid
     
  16. Metal Smith

    Metal Smith Member

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    There are about 2 squad skills that I like. Revive and squad arty. They are pretty much the only well thought out and implemented squad skills in general gameplay, and can really force the game to keep moving at times. The arty strike costs squad points, which must be earned by teamwork. It is not something you can buy with res, which is important imo.

    I really think squad arty is the best squad ability as far as abilities go, and that every other ability is, rather, implemented poorly or has little to no effect.
     
  17. Dubee

    Dubee Grapehead

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    While I agree arty is prolly the best all around squad power, squad hide is the best power for flag maps and mass revives suited for low ticket maps and maybe some ninja runs.

    It's just the rifleman that needs a skill worth 5 points. I kinda like the idea of scouts and rifles being specialty classes while the grens and engys pretty much run the average multi purposed roles on the field.. So maybe a rifle power can be really useful only certain situtaions like squad hide.
     
    Last edited: Mar 22, 2010

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