Droid Engineer Archive
Thread: Droid Module Focus (Scout Trap Projectile): Information, discussion and bug-reporting (04/21/04)
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"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.
Scout Trap Projectile module (available at 2/0/0/0):
Items of note:
- Available for use only Novice Scout (or higher) players.
- Traps are installed into the droid such that the droid can be commanded to throw traps during combat.
- Multiple stacks of the same trap type should be able to be added to a droid. (TC update: 04/14)
- If a droid launchs a trap before the player attacks, the droid should get aggro'ed.
- It is currently unclear how the "Trap" bonus relates to the Scout's bonus. More testing will be needed to
determine how this all ties together.
- The droid will hit a target 4 out of 5 times, if the creature you are trapping is within your trapping abilities with
decreased chance of failure to trap. Sorry, folks.........no trapping Krayts.
- The Scout must 'drag and drop' the trap(s) over the droid to load the module. You can stack multiple stacks of
the same kind of traps into the droid. Note: There is no "Load Trap" radial menu on the droid.
- The droid should act independantly of the owner's combat queue.
- A message should be displayed when a droid is loaded and unloaded. (TC update: 04/14)
- Added a delay between droid trap throws. (TC update notes: 04/20)
- Added target validation checks. Should now only be able to use them on wild creatures. (TC update notes:
04/20)
- Added a limit to the number of traps a droid can hold based on the total trap bonus. (TC update notes: 04/20)
Schematic / Resources:
- 50 units of Copper
- 20 units of Inert Gas
- 40 units of Carbonate Ore
- 60 units of Reactive Gas
Durability (Decay): 50/50% Conductivity and OQ
Effectiveness (Quality): 50/50% Conductivity and OQ
Description of functionality:
Note: I intend to get a better tweaked version here eventually but the info below
will do for now.
- The trapping module gives a menu to program a command to launch trap and an option to "clear ammunition
processor". The droid will fire a trap at command before or during combat.
- The droid displays how many traps and what kind in the examine window. Exp. from trapping was half of normal
when using the droid to launch traps.
Message Edited by TheRealTK421 on 04-21-2004 10:01 AM
I played around with this one friday night. Some things I would like to note include:
1) the droid gives a slight trapping bonus to a person's innate trapping abilities, though more testing is required to put a number on how much of a bonus (as the rating doesn't really help - possible +trapping skill mod?).
2) There isn't a "load trap" command, which will take a bit of a learning curve to get over for some folks. Instead, you must drag and drop the trap over the droid to load the trap.
3) The droid will hit a target 4 out of 5 times if he creature you are trapping is withing your trapping abilities (sorry, no trapping Krayts guys)with decreased chance of failure to trap.
4) It's really nice that the droid acts independanty of the owner's combat queue.
neshura wrote:
carbonate or carbonite?
Since he said Ore, I presume he meant Carbonate.
Carbonite is Steel.
Nice catch....it's "Carbonate".
neshura wrote:
carbonate or carbonite?
I'll update the post in a second to reflect this.
/bow
JavelinCatcher wrote:
I played around with this one friday night. Some things I would like to note include:
1) the droid gives a slight trapping bonus to a person's innate trapping abilities, though more testing is required to put a number on how much of a bonus (as the rating doesn't really help - possible +trapping skill mod?).
I'm thinking this may be a % thing (i.e. a 120 rating = 120% of the Scout's Trap mod). Do the numbers you've all seen seem to bear this out?
I am not yet sure how these numbers tie in...but the modules themselves seemto work.
2) There isn't a "load trap" command, which will take a bit of a learning curve to get over for some folks. Instead, you must drag and drop the trap over the droid to load the trap.
Okay, I'll make sure to note this. I don't know if this will be changed before P8 hits Live, since we might have other larger 'fish' to fry.
3) The droid will hit a target 4 out of 5 times if the creature you are trapping is within your trapping abilities (sorry, no trapping Krayts guys)with decreased chance of failure to trap.
Right on...that seems to function as one might expect. And....Krayts shouldn't be trappable anyway.
4) It's really nice that the droid acts independanty of the owner's combat queue.
I'll add this to the notes.
Respectfully,
Spacey wrote:
Actually, if you have a droid out and bring up the radial menu on a trap it will give you the option to load it in the droid.
oh yes, right...I remember seeing that in the patch notes. My point is that there was no "load" option on the actual droid like the stimpack dispenser.
/bow
Jenden wrote:
couple things to add, got over 340 traps into a droid with one fairly decent trap module (I think the person I had helping ran out of traps, not the droid ran out of space).
Right on...thanks for the numbers.
Range seems to be screwy like the creature harvesting module.
Can you describe "screwy"? If so, maybe we can have it looked at...now is the time.
Any scout can have it use any trap (so a master ranger can load it up with ranger traps and a novice scout can use them)
Ahh...good selling point in deed, for services rendered.
The module will currently fire at just about anything (creatures/NPC's, Alive/Dead).
Did you really test Dead? If so, this shouldn't be possible and I'd consider that a "bug", so as not to waste traps on dead things.
....maybe it's just me.
Respectfully,
TheRealTK421 wrote:
Jenden wrote:
couple things to add, got over 340 traps into a droid with one fairly decent trap module (I think the person I had helping ran out of traps, not the droid ran out of space).
Right on...thanks for the numbers.
Range seems to be screwy like the creature harvesting module.
Can you describe "screwy"? If so, maybe we can have it looked at...now is the time.
Yea, sorry about that. According to elvana on TC (I don't have the skills to test it myself) if the droid was in range but she wasn't, it would fire the trap. If she was in range but the droid wasn't it would fire the trap (though I kind of got the impression it wouldn't hit anything, I'll have to check though). If both are out of range, it gives an error./bow
Any scout can have it use any trap (so a master ranger can load it up with ranger traps and a novice scout can use them)
Ahh...good selling point in deed, for services rendered.
The module will currently fire at just about anything (creatures/NPC's, Alive/Dead).
Did you really test Dead? If so, this shouldn't be possible and I'd consider that a "bug", so as not to waste traps on dead things.
....maybe it's just me.
Yep, it will try and trap dead things (though it never will manage to have any effect on them....)
Respectfully,
Jenden wrote:
couple things to add, got over 340 traps into a droid with one fairly decent trap module (I think the person I had helping ran out of traps, not the droid ran out of space).
I do not believe you can drop crates in but we need to get a confirmed answer on this.
If nothing else, you'd be able to get some out of the crate to load it up.
/bow
Respectfully,
Couple of things to toss out that you might wanna test on traps.
Do the traps have any affect on NPCs or CH Pets? (Cause mine on live do not - so this would be a HUGE selling point)
Are you saying the droid actually gives a bit of a bonus to the trapping skill? Cause I can occasionally trap a krayt, although it doesn't last long.