Bleach: Return of the Vaizard :: Suggestions :: Squad jobs ~ Runboard
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Brizan
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Squad jobs


I found it really boring running around with nothing to do as a captain so here are some squad suggestions
I. Scheduled captain meetings and lt meetings.
II. Each squad has a specific specialty and sector to be assigned to.
squad 1-this squad controls all other squads and orders the captain (sector- everywhere)
Squad 2-this squad targets and assassinates rogue shinigami and quincy. (sector- mostly earth, but is a job requires it, they go elsewhere)
Squad 3- portal guardians, they protect all portals between the worlds from invaders, this includes all non shinigami, unless they are special guests.(sector- all portals including hueco mundo)
squad 4- healing squad, assist and care for shinigami, this includeds giving them advice (sector- none)
Squad 5- strategic squad, plan battles during wartime and are decent fighters. (sector east Karakura)
Squad 6- Judicial squad, decides on which shinigami, quincy, vaizard, ect. are deemed dangerous and reports to captain of squad 1 (sector- south karakura)
Squad 7- awsome squad, is one of the main hollow/arrancar fighting forces (Sector- Hueco Mundo)
3/26/2008, 12:11 am Send Email to Brizan   Send PM to Brizan
 
Brizan
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Re: Squad jobs


Squad 8-controls squads in hueco mundo, only answers to squad 1 (sector Hueco Mundo)
Squad 9- Shinigami police, protect the SS from all non shinigami, unless they are guests, even if they are going to become shinigami, show no mercy [it creates more of a challenge for humans](sector- soul society)
Squad 10- A decent fighting squad (sector-west karakura)
Squad 11- Main fightig force against espada and vaizards, as they are the strongest squad, they fight toughest enemies (sector, where ever their target is)
Squad 12- The research squad with an intrest in the world of hollows (sector-Hueco Mundo)
Squad 13- Controls all of earths squads, only answers to squad 1 (sector All of karakura)
3/26/2008, 12:21 am Send Email to Brizan   Send PM to Brizan
 
Black Goku
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Re: Squad jobs


I love this idea i always thought that the capts would know that they suppose to communicate with their squads and so **** already


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3/26/2008, 12:25 am Send Email to Black Goku   Send PM to Black Goku
 
Greid
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Re: Squad jobs


I agree with Black Goku, that sounds like an awesome idea; I hope that it gets applied to the game.
3/26/2008, 8:02 am Send Email to Greid   Send PM to Greid
 
Shadowtamer5445
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Re: Squad jobs


Yea i also like this idea, it really puts more importance to squad choices and of course gives captains something to do.
3/27/2008, 11:43 pm Send Email to Shadowtamer5445   Send PM to Shadowtamer5445
 
CrimsonValiant
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Re: Squad jobs


haha I was hoping this would be added too. I worked my way to Squad 11 captain just because i knew it was the battle squad. But to add to the idea, If something happens or if things seem boring, Squad 6 could choose a person from an opposing side or possibly a rogue shinigami to pass judgement on, then Squad 1 can review the selection and ensure that this person/s deserve to be hunted for 1 kill. Squad 1 can then, up to you, decide which squad to send after it (assasins for Humans perhaps, battle squad for Rogues, depends on the squads area) or they can report back to Squad 6, notifying them the target is a confirmed threat and they can act as they see fit thus allowing the final decision to be their responsibility.

Another idea. Specific Squads should get specific bonuses. Should someone from squad 4, the healing squad, really be as physically powerful as a Squad 11 member? Every squad should have their own specials and I have a few suggestions:

Squad 1: Authority: The ruling Squad. They should have the ability to Summon NPC Shinigami's to fight with them.

Squad 2: Poison: They're assassins and should be able to poison their targets, causing damage over time for a certain amount of time.

Squad 3: Guardians: They guard, so why not higher defense boosts? If it were possible why not take away the knockback on the defense trainer?

Squad 4: Those Pills: In the show they had a stimulant pill that made them super energetic, to that effect why not have an ability that will heal them fully that can only be used once every 5 minutes or so? That would give them a bit of an edge in battle but it cannot be used over and over.

Squad 5: Technique: Since they're planners, why not a trap? Some technique that allows them to leave a trap, invisible to opponents in the hopes of catching them. It could either immobilize temporarily or cause damage.

Squad 11: Boosts to Attack power and health. They're the battle squad. They fight the most and they do it with no finesse, just brute strength and a never give up attitude.

Squad 12: They're the research group so why not let them learn other race abilities? Conditions should certainly be met for each ability and some skills are best kept race specific to keep things balanced, but they should be able to learn things like Cero and maybe the Orihime shield.

Squads 6, 7, 8, 9, 10 and 13 I am unsure of what they should get. But there are always possibilities. Perhaps some people have other suggestions or maybe something to add to my suggestions.

That's my idea anyways.
5/2/2008, 3:15 am Send Email to CrimsonValiant   Send PM to CrimsonValiant
 
CrimsonValiant
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Re: Squad jobs


ah, i've noticed 1 problem already actually. If buffs are given to training stats, people could use them then leave the squad and join a new one to train there.

2 solutions are: A. You pick a squad, you're there for life lol

           B. Set buffs. Scale the buff to the persons level. like If Squad = 11 then Attack + (Level * 100) so lvl 50 would be +50,000 attack, and 2000 would be +2,000,000 attack. That way, if they leave the squad, the buffs are removed.
5/2/2008, 3:21 am Send Email to CrimsonValiant   Send PM to CrimsonValiant
 


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