Droid Engineer Archive
Thread: Top 5 (& top 20) Droid Engineer Issues!! (Updated 08/23/04)
Droid Engineer Top 5 (top 20) Issues
Organized by TheRealTK421
Updated: 8/23/04
Top 5 Fundamental Concerns/Issues:
1. Bugs. The bugs need to come first before any new content is added. However,
some of what we call “bugs” are, in fact, gameplay requests or feature/droid changes (altering existing content). We
run into some problems here since we can't always tell what's a “bug” and what would actually be a gameplay or
feature request. The best way to solve this is to look down
href=http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=91643 target=_blank>Gorantoth's
list and make up an official list (posted publicly, via Dev or Corr.) of what's what. Only then can we truly focus on
bugs vs. gameplay/feature requests.
2. Droid Decay system. We all know we need it. We just have to figure out how to
best pull it off. That discussion is alive and well right now and I hope we'll be able to hit a system that really makes
sense for everyone.
For the latest on this, check
href=http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=91361 target=_blank>Drashk's
proposal and related discussion in the
href=http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=94842 target=_blank>"One [DE]
Sticky...".
-
Combats droids should last abt 2 months. -
Utility droids should last 3-4 months.
3. More droid chassis, components and/or modules (via loot drops / quest
rewards?).
4. Substantive documentation and/or communication on upcoming Droid
Commander (DL20+) higher-level combat droids.
5. Mo' betta droid AI , personalities (talk more, etc.) and 'environmental presense'.
DEs and non-DEs alike seem to want droids that behave more like we saw in the movies. They think for themselves,
they interact....they 'live'. There are certainly technological bounds on what's possible here but I'd have to think that
much better Personality chips is a great place to start. From there, I'm sure there are many great options
on how this can be done. The larger issue is that droids do not seem to take on a 'life' as we'd expect from a Star
Wars droid.
Note: On all of the issues above, the DEs overwhelmingly request more
direct Dev input and guidance. We want to help you help us...but we
cannot do that in the absense of a 'gameplan' on how to proceed when building our proposed changes and
ideas. Plain and simple.
Specific feature, bug or gameplay issues:
Note: The list below was generated via straight vote tallying of my "Top 5" stickied
poll (found
href=http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=92642 target=_blank>here). It
appears to match the overall 'issues' that are expressed by DEs and non-DEs, currently.
1. Conversational droids cannot be named
2. All combat-related items/parts/etc. display regular 'weapon' stats (modules, clusters, deeds, etc.)
3. Item storage doesn't work in surgical droids.
4. Decay rates vis a vis vitality (i.e. method for implementing better repeat sales via decay).
5. More craftable chassis types (Pit droid, Trade Fed. ('Roger, Roger) Battle droid, etc.)
6. Fix Structure module bugs.
7. Droid naming filter changed to allow for numbers/symbols in names.
8. Add more inherent functionality (chassis bonuses) to various droid models.
9. Seeker droid 'infinite use' bug – Seekers are never fully used and can last forever
10. “Rename” / “Set Name” command for droids.
11. Increase sized of droid part/consumable/chassis crates.
12. 'Full' armor displaying as 40% (on the 2nd call and all after) It should be 20%.
13. Experimentation is only really useful for some modules (and needs to take a larger role overall).
14. Better organization for different parts (“Droid components”) in the “Droid” area when crafting.
15. Calling 2 droids at MDE: 1 combat, 1 utility or 2 utility.
16. Droid/pet/vehicle 'auto-store' bug vis a vis Merchant/Barker.
17. Data modules storing waypoints (non-mission or set mission-limited).
18. New 'Battery module' (stores multiple batteries a la Stim Dispensor).
19. Add 'Binding droids to structures' feature...
20. Mo' betta droid personalities (talk more, etc.)
/bow
Respectfully,
This shouldn't be limited to combat-related items.
Item storage, maintenance module, harvest bonus,...
We have plenty of stuff that have meaningless rates.
Herbgod136 wrote:I'd like to see chasis specific uses and advantages similar to the increased detonation levels on MSE droids. Some possible advantages that i've thought of are listed below.Treadwell = +to crafting assembly specific to the station installedBLL = built in storage compartments that stack with one additional storage module and only one(makes the cost suitably high to have increased storage).Medical = instead of increasing the strength of a heal how about increasing the speed insteadRseries = i'd leave these alone untill we see some info about JTLRepair = +to auto heal modulesMSE = already have the + to det levelIt wouldn't have to be much of an advantage, just a little one, just some reason to sell a droid other than R3s
As far as the MSE det functionality goes, how about having this affect all droids, basing it on their HAM, like, the bigger the droid, the more combustible components, and the bigger the explosion. This could also give the non-ADV chassis more production value.
-make the combat ratings easier to understand, similar to weapons with speed, damage etc
-not sure, can protocal droids translate for you? if you have one grouped, you understand everyone. This is probably stupid sinse everyone can just learn all the languages, but its better for roleplaying.
-make it easier to figure out which components are required for a droid, I hate having to check five times because my addled brain can't remember what I need.