Droid Engineer Archive
Thread: Droid Module Focus (Stimpack Dispensor): Information, discussion and bug-reporting (04/14/04)
href=http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=80124 target=_blank>Publish 8
"Hot Topics!" thread.
only our best information on the current state of these modules (as reported from
personal experience and TC DEs reporting in). Any aspect of the information can and may change up to its release to
Live and after.
2/0/0/0):
Items of note:
- This module requires a Medic with "Pharmacology IV" skill to load stim As into the unit.
- The droid can be transferred to use to a non-Medic player (as the 'owner') for use.
- It will respond to grouped 'requests' for heals.
- The droid can only be loaded Stim A's.
- The # of stims held ("Stimpack Capacity"), and the medical effectiveness ("Stimpack Delivery"), are dependant
on materials, experimentation and the number of Stimpack Dispensor module that are 'stacked' in the droid.
- Heal rated appears to be 10 sec. per heal (per JavelinCatcher's report).
- Maximum range is (currently) 30m.
Schematic / Resources:
Durability (Decay and Stimpack Capacity): 50/50% Conductivity and OQ
Effectiveness (Quality and Stimpack Delivery): 50/50% Conductivity and OQ
Description of functionality:
know this portion is sort of 'spartan' right now. I'll fill in more details as I get them.
- The Medic calls the droid which has the installed Stimpack Dispensor module and uses left-click-and-hold (or
use your "~" (tilde) key) on it to bring up the radial menu. You'll see the following menus:
????
- Experimentation determines the size of the hopper ("Stimpack Capacity") and the skill of medical use the droid
has ("Stimpack Delivery"?)...enhancing its effect.
- Add Stim A's to the droid's hopper.
- If desired, the Medic then uses the "Transfer" command to give the droid to a different, non-Medic player (or uses
it him/herself).
- Using this in grouped combat: When a group member is in need of damage healing - they just need to type
"/requestStimpack" and the droid will walk up to them and heal them. It is currently unknown if this module/feature
works on incapped players.
Message Edited by TheRealTK421 on 04-14-2004 02:25 PM
.....this is a repost from a discussion in another thread.
Stim Dispenser Module:
1) It is stated that Pharmacology IV is required to load the droid. Once loaded, can anyone use it?
2) What is the range of the heals? Similar to a novice medic?
3) What is the rate? Is as fast as the droid can kick out heals to anyone in the group, or is that as fast as any one player can receive heals.
4) How many Stims can each module hold?
5) Do the modules stack? If so, is the effect an overall larger inventory of stims, or will each module fire off a heal when one request is made? (6 modules in an R3 loaded with 100 power stims for 600+ heals would be no joke!)Please forgive the multiple edits... My work computer will not support anything but HTML editing :-)
Message Edited by jemelby on 04-14-2004 10:34 AM
I've done a lot of testing with this one because it interests me.
1) Pharm IV is required to load the droid. Anyone can use it once it's loaded. However, only the owner of the droid can load it.
2) Max Range is 30m
3)The rate isdependant on the "delivery rating" (which isexperimentable). This timer applies to all persons in the group. If one requests a stim, the next person has to wait. A delivery rating of 6 had a timer of 10 seconds. A delivery rating of 15 had a timer of 7 seconds.
4) # of stims held is dependant on materials, experimentation and number stacked. The number able to be inserted is dependant on the "stimpack capacity" rating. The charges do stack and it always uses the highest power stim first. I should also note that the "capacity" = charges. Therefore it is ideal for a doctor to experiment on powerand not charges.I have not maxed this out yet. I'm putting the factory parts together now to build a R3.
5) See #4, yes they do stack.
....you tell me.
Yea, I'm pretty sure they can. As long as it's a Stim A of any kind, I think you're good to go.
/bow
Respectfully,
JavelinCatcher wrote:
4) # of stims held is dependant on materials, experimentation and number stacked. The number able to be inserted is dependant on the "stimpack capacity" rating. The charges do stack and it always uses the highest power stim first. I should also note that the "capacity" = charges. Therefore it is ideal for a doctor to experiment on powerand not charges.I have not maxed this out yet. I'm putting the factory parts together now to build a R3.
- Is it correct to asume that you will only be able to fit in 2 x 20 charge stims for a total of 40 charges?
- If you had 2 modules installed, would the charges be cross loaded to the other modues? example: 2 x 50 (100 total)capacity modules will hold a total of 5 x 20 charge stims? would one be split between the two modules? Or would you only get 2 stims per module, leaving 20 module slots empty?
- Do the installed stims have to be identical? You mentioned that the higher stim gets used first.
- Is there anyway to take the stims out? So that you could get a fresh full load.
This one sounds done pretty well, though I'd expect a surgical droid to get a big bonus to the heals. The only potential problem I can see is one person 'hogging' the droid by spamming /requestStimpack. Groups could work that out on their own though, it'll be obvious who's doing it.
If you haven't, send him a forum PM (as well as TH). I'm sure they will get you setup ASAP...it only took them a day or so to get me setup.
Agent001 wrote:
im still waiting for Vass to give me skill terminal access
In case you need it, there's one in the Theed Cantina, just inside the main entrance.
/bow
Respectfully,
Wonderful! Very well done, guys, thanks!
I like the Pharmacology IV restriction. I like the Stim A restriction. I like the charges being based on experimentation. I like the heal rate being based on experimentation.
The only thing that isn't great is the requirement that only the owner can add stims to the droid. If it could be altered so that a /befriended Medic with Pharmacology IV also has the ability to add stims to the droid, that would be perfect. I don't mind having to find a Medic to load up my droid for me, but I do mind having to/transfer the droid before he can load it up.
jemelby wrote:
Request for further clarification ( I am a slow study):
You stated that "'capacity'=charges". that's pretty clear. One Stim A with 20 charges = 20 spaces taken up in the moduel. What kind of ball-park numbers are we looking at for module capacity?
I was helping javelin test this. I made 2 droids, each with 2 modules, one was experimented on the capacity and the other on the speed atribute. The capacity one I got up to 150 or so and it had about 6 speed I think it was (so 10 seconds approximately). The other droid was maxed on speed and it had about 85 capacity and 16 or so speed (7 seconds or there abouts). These weren't the best of modules, I think my resources would only get them up to 75% or so.
If the capacity of one module were, say 50...
- Is it correct to asume that you will only be able to fit in 2 x 20 charge stims for a total of 40 charges?
I don't think we've tested this specifically, but thats my guess.
- If you had 2 modules installed, would the charges be cross loaded to the other modues? example: 2 x 50 (100 total)capacity modules will hold a total of 5 x 20 charge stims? would one be split between the two modules? Or would you only get 2 stims per module, leaving 20 module slots empty?
It just totals up all the stats at the end, don't have to worry about multiple "sections" or anything. 2 at 50 rating will give you 100 usable space.
- Do the installed stims have to be identical? You mentioned that the higher stim gets used first.
Nope, can load any stim A's
- Is there anyway to take the stims out? So that you could get a fresh full load.
You can't recover them, but you can dry fire the droid (have it heal you when you don't have any damage). But since the stims will just stack you don't have to worry about that too much
One more thing I noticed, it seems that the healing got loaded up into your combat queue. I didn't have a chance to see if it took up time, but it definately did wait till my next combat action to heal me. This is pretty annoying, as the droid is already on its own timer. It was useful for determining time between heals at least.
jemelby wrote:
JavelinCatcher wrote:
4) # of stims held is dependant on materials, experimentation and number stacked. The number able to be inserted is dependant on the "stimpack capacity" rating. The charges do stack and it always uses the highest power stim first. I should also note that the "capacity" = charges. Therefore it is ideal for a doctor to experiment on powerand not charges.I have not maxed this out yet. I'm putting the factory parts together now to build a R3.
Request for further clarification ( I am a slow study):
You stated that "'capacity'=charges". that's pretty clear. One Stim A with 20 charges = 20 spaces taken up in the moduel. What kind of ball-park numbers are we looking at for module capacity?
If the capacity of one module were, say 50...
- Is it correct to asume that you will only be able to fit in 2 x 20 charge stims for a total of 40 charges?
- If you had 2 modules installed, would the charges be cross loaded to the other modues? example: 2 x 50 (100 total)capacity modules will hold a total of 5 x 20 charge stims? would one be split between the two modules? Or would you only get 2 stims per module, leaving 20 module slots empty?
- Do the installed stims have to be identical? You mentioned that the higher stim gets used first.
- Is there anyway to take the stims out? So that you could get a fresh full load.
Roughly 60-70 charges per module installed depending on materials and experimentation. If more than one module is installed they are stacked exactly like item storage modules, ie 1 stimpack dispenser just increased capacity.
Loading stims: The effect is removing charges from the stim, and loading them in the droid. To make this more clear lets use a example:
Suppose you have a stimpack dispenser that has a capacity of 52. You are loadingstimpack A's with 11 charges. After loading 4 stims the dispenser is up to 44. The next stim that you load will remove 8 charges from the Stimpack-A and put them in the dispenser putting it at the cap of 52. You will have a 3 charge stimpack A in your inventory.
The installed stims do not have to be identical. I am using hand crafted Stim-A's. Is there any way to get stims out? Beyond use? no. Then again, you want to remove stim-A's for what reason?
Agent001 wrote:
can the stim A+ be loaded in?
Alright, I just got the A+ schematic. Since my DE is also a CM, I am able to make and load A stims myself. I made a Stim-A+ and it DOES NOTload into the stimpack dispenser. This makes me sad
Ack, that's a downer.
JavelinCatcher wrote:
Agent001 wrote:
can the stim A+ be loaded in?
Alright, I just got the A+ schematic. Since my DE is also a CM, I am able to make and load A stims myself. I made a Stim-A+ and it DOES NOTload into the stimpack dispenser. This makes me sad![]()