Droid Engineer Archive

Thread: Droid armor idea: Just an idea...that's all.

CaixCatab
Sun Mar 21, 2004 2:03 pm
#1

New max after patch is supposed to be 20% AR0.


No matter what armour your droid has right now, any calls beyond the first will display 40%. No one really knows whether it's a display bug, or whether it actually jumps to 40%. But no, your not on the same page



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Mightion
Sun Mar 21, 2004 2:03 pm
#2

Sounds interesting, TK, but I myself prefer the idea of at least level 6 modules getting a Light armor rating, and maybe 40% resists if two level 6s are stacked.




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TurboSith
Sun Mar 21, 2004 2:55 pm
#3

honestly whats the point of using a composite armor segment if its no light armor protection..might as well strip it from composite too..or change the component needed.... as it is theres jsut no reason to make any other then a level 6, but theres no benefit of quality or even having a comp seg in it... and theres not even any use of having special protect layers on it.. wat the fun in that.. make special protection work



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Lonkley
Sun Mar 21, 2004 3:19 pm
#4

here's a novel concept, why not tie the resists to the armorsegment its based on and use durability as a multiplier of some sort like armor does.


then you get different types of armor based on quality. You also get different types of resists.


As it is im totally disappointed there isnt a "energy/heat/electricity/acid combat module" etc... god forbid we have variety and differences between masters







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Obo_alCan
Sun Mar 21, 2004 3:30 pm
#5

Would this be experimentation on the final deed, where you would sacrifice HAM for armour?





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Virtanis
Sun Mar 21, 2004 3:51 pm
#6

There needs to be a complete rework of the droid armor modules from the start anyways...



Why do the composite segments unaffect the rating?

Why is it strictly conductivity/overall quality (sensible for energy weapons maybe, but kinetic)?

What about stacking?


In addition, these and a million other questions all hinge on how >CL10 droids are going to be introduced to the game... it's such a critical subject that needs to be nailed down before we really discuss making changes to these crafting tidbits so vital to that question!





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Javac
Sun Mar 21, 2004 4:31 pm
#7

Yes, if you can't get at least AR1 from level 6 armor, the composite segment requirement should be removed. AR! and 20% resists would not be imbalancing with current droid stats.



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TheRealTK421
Mon Mar 22, 2004 1:41 am
#8

This is just a quick brainstormed idea. I do not know if the Devs would bite on this...but I wanted to float it for a suggested way to make Droid armor more....realistic.

I would suggest that the "Durability" stat for droid chassis be tied to the level of resists that's obtained on the final droid build.

So...

If you use a Level 6 armor module, you can get 20% resists. That's the new system (now a given).

Under my idea, if you were to commit experimentation points to a droid chassis Durability stat, you could 'buff' the armor stat by some 'balanced' Dev amount.


By this, I meant that you could experiment droid armor a bit higher. So, in the example above, if you got 'full' possible experimentation on a droid chassis, maybe the max could be 30% stats.

Using the Durability option for droid chassis (to me) makes the most logical crafting sense.


Remember, this is just an idea....from me. This is not official, is NOT a slam dunk to be either considered or agree to by the Devs. Even if they did agree to this, we might not see it for a LONG time...I just don't know. The point is...it's a way to place the onus on the DE to determine better armor ratings as a tradeoff to, say, higher HAM (when committing points to Effectiveness).

I thought it might be a fun, game-like way to get droid armor more into the 'quality matters' game.


Thoughts? Comments?



/bow

Respectfully,




TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
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AudioOrgana
Mon Mar 22, 2004 1:47 am
#9






TheRealTK421 wrote:


If you use a Level 6 armor module, you can get 20% resists. That's the new system (now a given).






I'm not clear here. I am getting 40% resists with one Level 6 module in a Probot. The first time it is called it says 20% - that's a bug. When stored/called again it is at 40% resists.


Is this a typo or are we not on the same page?


AO
Plzurpilot
Mon Mar 22, 2004 3:38 am
#10






Lonkley wrote:

As it is im totally disappointed there isnt a "energy/heat/electricity/acid combat module" etc... god forbid we have variety and differences between masters







I was kind of hoping for this too. I think a dorid that does acid damage would be more in demand than a droid that does regular damage. Or to offer some sort of variety.


I like where you are going with this idea however TK, Weaponsmiths have i belive 5 experimentation bars that effect speed, damage ect, making Master weaponsmiths with extra experimentation points more valuable. Same could be true with a de with 12 experimentation points.


Thanks TK





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psikobunny
Mon Mar 22, 2004 5:38 am
#11

I like the idea of being able to increase the cap for a given droid through experimentation. I would like to mention my idea for armoring as well:

http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=72164

The gist of the idea is, that if we can achieve the max resists possible for a frame simply by using one module in on armor slot, then why not give us something to build and install in the second slot of an R3 or a Probot? A module that allows for the installation of a PSG that is in effect a "powerup" should not be considered too unbalancing. 2 droids with shields were enough to give 2 jedi pause (albeit they were heavy combat models). It would be apropos in terms of SW lore for a shielded droid to have a powerful, short term benefit, akin to a pet buff.

I am not trying to supplant TK's idea, I like it. I think there is room for both in our discussion of the armor issue. If they try to make a shield module require a droid brain however, I swear...



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psikobunny
Mon Mar 22, 2004 5:41 am
#12

I meant to say in addition more meaningful places for DE to experiment should be an all around necessity in our discussions with the DEVs.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



JavelinCatcher
Mon Mar 22, 2004 9:21 am
#13






TheRealTK421 wrote:

This is just a quick brainstormed idea. I do not know if the Devs would bite on this...but I wanted to float it for a suggested way to make Droid armor more....realistic.

I would suggest that the "Durability" stat for droid chassis be tied to the level of resists that's obtained on the final droid build.

So...

If you use a Level 6 armor module, you can get 20% resists. That's the new system (now a given).

Under my idea, if you were to commit experimentation points to a droid chassis Durability stat, you could 'buff' the armor stat by some 'balanced' Dev amount.


By this, I meant that you could experiment droid armor a bit higher. So, in the example above, if you got 'full' possible experimentation on a droid chassis, maybe the max could be 30% stats.

Using the Durability option for droid chassis (to me) makes the most logical crafting sense.




I am all for the rating on Armor modules making a difference. How about we substitute the "Durability rating on the Armor Modules" instead of the chasis? Possibly to extend this, make droid armor replacable. Sure you may not need to buy a completly new droid every time, just maybe replace some armor or a motivator somewhere.


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