Droid Engineer Archive
Thread: List of Proposed Droids for the Invasion
This is a list of suggestions for new droids to be added for the “droid invasion.” I believe, were this list used (obviously it’d be tweaked somewhere along the line), it would definitely leave players feeling as though droids HAD invaded Star Wars Galaxies. You would see droids everywhere, just as we all had while watching the movies, reading the books & comics, or playing the other SW Universe games out there.
11-17 Miner Droid: Able to be told what resource to find, and will move around the planet to find the highest quality available of that resource. Can collect small amounts (x2 average surveying collection) in it’s limited-quantity storage (100 units).
GV/3 Guardian Droid: Able to be ridden as mount; Able to perform limited melee combat; Performs “rescue” if Master’s health drops below pre-designated level.
*No title/designation (created): Gives bonus to healing while present; Reduces HAM costs.
*Modified 501-Z Droid (modified, original purpose is Law Enforcement): Bonus to general ranged aiming; Able to perform limited melee combat with stun damage; Shortens incapacitation time by 50%.
2-1B Surgical Droid: Bonus to wound treatment; Bonus to wound treatment speed; Reduces risk of critical failure.
MN-2E General Maintenance Droid: Up to 5 allowed to be put into use in the city by the Mayor; Decreases maintenance costs of city by 3% by droid. Droid(s) would be always-present in city, going around the city performing maintenance on buildings and gardens.
PackTrack 41LT-R: Able to be ridden as mount; Gives bonus to creature harvesting; Gives bonus to mask scent; Gives bonus to foraging.
*EVS Deconstruction Droid (modified…smaller version of EVS Construction Droid (which is 40 stories high): Any critical failure results in saving all resources & components; Small bonus to experimentation.
8D8 Smelting Operator: Gives small bonus to experimentation; Decreases critical failure rate; Increases critical success rate.
87-RM & Wanderer Scout Surveyor (WSS): Able to perform DNA harvesting as designated; WSS able to knockdown aggressive (red-con) animals; Small bonus to experimentation.
RHTC-560 Hunter (with drones): Bonus to droid speed; Bonus to droid tracking speed; Bonus to tracking droid effectiveness; Bonus to Bounty Hunter mission difficulty; Able to assist Bounty Hunter in limited melee combat.
Carbineer –
Warden 10-24: Bonus to defense vs. knockdown; Bonus to carbine accuracy while moving; Able to randomly use warcry; Able to perform limited ranged & melee combat.
SE4 Servant Droid: Grants new food schematics; Bonus to experimentation; Reduces risk of critical failure.
FX-7 Medical Assistant: Bonus to ranged healing speed; Bonus to experimentation; Bonus to effectiveness.
*E522 Attack Droid (modified, original is an assassin droid which is illegal): Bonus to ranged throw accuracy; Bonus to melee defense; Able to perform moderate melee combat; Able to knockdown/dizzy/stun randomly.
*Modified ASP Droid (modified, original is purely labor service): Allows one more creature to be called at a time; Bonus to max creature level; Bonus to creature taming success rate.
*No title/designation (created): Bonus to mind buffing speed (x2); Bonus to battle fatigue healing; Bonus to experimentation.
MD Medical Specialist: Raise chance of high buffing percentages; Bonus to experimentation; Capable of curing secondary states without crafted meds (i.e., disease, poison, stun); Capable of automatically curing these states for group members; Capable of reviving it’s Master one time per droid battery (drains all battery power).
LE Repair Droid: Able to repair HAM at increased rate (x10); Able to “buff” droid HAM; bonus to droid experimentation; reduces risk of critical failure.
Duelist Elite Droid: Assists in combat; Bonus to toughness; Bonus to alertness; Bonus to equilibrium.
*Modified WED Treadwell: Access to new hairstyles; Access to new physical customization options (i.e., stomach, hips); Access to tattoo art; Access to muscle build specific design (i.e., chest muscle, arm muscle, leg muscle).
EV Supervisor Droid: Decreases maintenance costs for vendors; Able to make orders for items on pre-determined basis (i.e., can send an e-mail to Luke the weaponsmith placing an order for 5 DX2s once the stock of DX2s drops below 3 (designated amount) automatically).
*No title/designation (created): Bonus to mind buffing speed (x2); Bonus to battle fatigue healing.
S-EP1 Security Droid: Assists in combat; Bonus to toughness; Bonus to block.
Arakyd Probot (Probe Droid): Bonus to pistol accuracy while moving; Bonus to standing accuracy; Able to self-destruct and cause massive HAM damage on target (droid is lost); Able to perform limited ranged combat.
M38 Explorer: Gives bonus to tracking (extends distance of tracking); Gives bonus to foraging; Gives creature-to-hit bonus; Able to guard Master with melee-range stun weapon; Bonus to creature harvesting.
*I-291 Spotting Droid (created): Bonus to accuracy; Increase chance for critical hit.
*Slicer Droid (created, only one found by name was New Republic era): 100% success slicing terminals; Bonus to slice percentages; Reduces risks of failing a slice.
M-3PO Military Protocol Droid: Bonus to boost morale; Bonus to steady aim; Bonus to group terrain negotiation; Bonus to volley fire; Able to perform SL commands as directed by the SL automatically (like a separate queue list).
Krath War Droid: Assists in combat; Bonus to toughness; Bonus to counterattack.
3D-4X: Gives small bonus to experimentation; Decreases critical failure rate; Increases critical success rate.
J9 Worker Drone: Gives small bonus to experimentation; Decreases critical failure rate; Increases critical success rate.
Hopefully this can serve as a decent basis for further improvement, or a nest of ideas to pick from. Note that “limited” in terms of combat means they are equal to a non-CH pet in the specified type of attack (ranged or melee). Only the Commando’s droid is “medium” in combat, meaning it can dish out a bit more and take a bit more damage…equal to a CL 15 pet at best.
Are you nuts, these ideas are way to good to ever even be read.
nice post to bad its wasted here.
Interesting ideas, but way too many.
First, it's better to talk about modules than droids. Making loads of specific droids would be a pain and take ages. Here is my personal list:
- Medic module : give bonus to heal, allow heal wound/buff outside hospital
- Entertainment module : same as medic but for ent profs (but no BF heal outside cantina).
- Crafting module : allow experiment, reduce critical failure rate.
- repair module : allow droid to repair other droid and vehicles.
- Combat module : 1. offensive : damage dealer (req cert for serious damage, DE only cert, no new prof)
2. deffensive : stunt/slow/distract target but almost no damage (no cert).
3. support : give small combat bonus.
- Translation module : 2 way translation between target and you. Useless, but fun and related to movie.
Beside that, only DE would be able , after some skill point spent, be able to have out more than 1 droid out at a time, but not allowed to have 2 droid with combat modules out at the same time.
And of course, all those modules working properly.
My 0,02 €
/agree and support 100%....
but I dont think it'll happen. the "Invasion" will be more likea "small expiditionary force" I'm sure...
REALLY cool ideas, but too cool for SWG at this stage. just my opinion.
Now we just have to find a way to get a Dev to see this post.
/applaud
Wonderful work here
Hey...hey devs...look over here /points to this thread
Gavvot--
I agree there's a lot of droids here, that was the general idea. I highly doubt it'd come in time for the droid invasion (if it indeed comes with publish 7).
I read these boards a lot more than I post in them...I usually try not to comment unless I have anything to say I think would be constructive for the topic or useful for a player. I've seen a lot of themes in the discussions over months, and I really think you guys--the Droid Engineers--are a huge way to solve these issues.
The biggest one--which I've felt everytime when I Mastered Artisan, Commando, Creature Handler, and Politician--is the lack of accomplishment or use for the Master title. Sure, abilities get a little higher and you get the cool title above your head. A LOT of players feel this sense of lacking though, as I've seen in posts and in the game. I think crafters are the only ones who have a REAL reason to stay, because they can make the best stuff in their profession, in both experimentation and schematics.
I still couldn't do much more as a Master as I could 4-4-4-4 or even less in my professions. CH I was able to call bigger & badder pets, but that got old quickly for me. Commando I had fun throwing my proton grenades for a bit, and Flame Cone 2 was great, but it wasn't much different. Artisan let me craft vehicles, which was awesome...that did give me a reason to hold onto it for awhile. Politician...useless, nothing new with it.
These droids are an answer to that (in my mind). Bring in a form of the certifications I've seen mentioned over and over. These certifications aren't as good as pure, 100% combat droids once they arrive (I do agree a system needs to be worked out for that, which isn't the Droid version of CH), but if used right they can greatly "compliment" your profession as a Master, not greatly enhance you or make you all-powerful.
The second thing this could fix, in my opinion, is diversity with droids. When you look at the number of pets in the game, and then take all the pets that can be used as player's pets and put it to the side, you see that these droids aren't that overwhelming a number. Like I said, the artistic side of creation wouldn't be difficult at all. Humanoid (player and NPC models) models have to be seamless. There's no "forearm piece connecting to the upper arm piece with a ball for the elbow" thing we used to see in games a few years back. The model is, for the most part, one solid mesh that is "bent" by a bone system, very similar to human bone function.
Droids ARE jointed. Look at R2-D2...two leg meshes slapped onto to cylinder mesh, with half of a sphere mesh on top of it. C-3PO...each limb is a mesh assembled altogether to make the model, bending at joints. They're much simpler, there's no worry about a texture being able to wrap around the entire character, just the mesh objects.
The programming would take time, though the fundamentals for it are there in skill tapes. Some of the more advanced abilities (a Merchant droid's auto-order ability, for example) would have to be from scratch.
And the third problem, though close with the second, this could fix is that Star Wars feeling. I expected to see droids all over the place when I started, just like the films, books, comics and games. That was Star Wars while not in space to me. And the basis is there...astromechs making repairs in starports or faction bases, running the shuttles, etc. Throw this list of droids into the game though, balancing the overwhelming popular pets you see everywhere with droids, and suddenly you see droids popping up everywhere. Because they're useful.
I think modules are a GREAT idea personally, and a wonderful way to gurantee every player can have (for the most part) the same usefulness for a droid as a whole. My proposed ideas are to create diversity with those droids (the certification for them is only required for their secondary abilities...anyone can use them as a normal droid with modules), and use that diversity to enhance the Star Wars feeling in the game and a player's ability to customize their experience even more.