Droid Engineer Archive

Thread: Why do we need 5 levels of armor modules?

Rihtan
Thu Feb 03, 2005 3:45 pm
#1

Why do we need 5 different levels of droid armor? Couldn’t we get by with just one armor module with functioning experimentation?

Give it 4 resource slots and an optional slot for including special armorsmith materials. Make the base armor resists dependent on the quality of the materials and specials. Good shock resistances give us good Kinetic, low conductivity gives us good energy and so on.
Tag on a experimentation screen where we can try and tweak the various resists and you have the only armor module I'll ever want.

To be honest I’m not sure why we shouldn’t be able to do this with most of the other level differentiated items too. Be nice to get a few items off that crafting list.
EnigmaBSc
Thu Feb 03, 2005 4:39 pm
#2

We don't have 5 levels of armour modules. We have 6.

EnigmaBSc
Rihtan
Thu Feb 03, 2005 5:23 pm
#3

Woops! Well that ones going on the Blooper roll.

Well just goes to show we have too many modules if I'm having trouble keeping track of the number.
LonelyGhost
Thu Feb 03, 2005 7:52 pm
#4

We dont. We also dont need 6 levels of the other kinds either. The level of the module should be a function of the experimentation in the process. Its just fluff to fill our crafting tool up.



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
lindalu
Thu Feb 03, 2005 9:09 pm
#5

1) prob to give us novice droid techs the ability to make something to make thats functional without having to worry about maxing our experementation out first.


2) failures on experementation. with them being a set level, you are guaranteed that experentation failures wont decrease the effectiveness of the product.


3) gives a reason to master. why master DE when with the right materials and a success on experementation you can make something thats just as effective as a MDE?


now...if they wanted to do the level as experementation, you have basicly removed an entire skill tree for the DE's, which would definately need to be replaced with more modules.
Rihtan
Fri Feb 04, 2005 8:19 am
#6



lindalu wrote:
now...if they wanted to do the level as experementation, you have basicly removed an entire skill tree for the DE's, which would definately need to be replaced with more modules.





Sounds good to me. I think almost everyone here would trade the extra armor slots for new modules with new functions in a heartbeat.
lindalu
Fri Feb 04, 2005 5:30 pm
#7

the armor slots are in a different tree than the other level modules, the tree that the armor slots are in fortunately have other modules that are not level-based. but the other level modules, the only other modules in that tree is the effects modules and personality chips. if we want to do this seriously, lets figure out what other modules we want to replace the level modules with, keeping in mind we want them to be 1) progresively more complex to build and 2) have thier functionality be keeping in line with the idea that the better one gets, the more useful the modules are. basicly, give DE's a reason (other than its required for MDE and therefore will be put off til last) to work this skill line.


my few pitiful ideas are:


expand on the scouting modules and have one that sets up campsites

have one act like a crafting tool


Straker_Atrella
Fri Feb 04, 2005 11:48 pm
#8

While I agree the crafting tool is kind of cluttered, there are a few good reasons for it.


-Not everybody grinds out MDE, they may count on making 2 level 3 or level 4 modules to max armor.

-They also may not have the resources or access to an armorsmith, so they may use lower level modules for that reason.


It's already hard for a non-master DE to compete, things like this make it a little easier.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Rihtan
Mon Feb 07, 2005 2:51 pm
#9

You'll forgive me, but I'm not sure how the levels in armor make it easier for non-MDEs.

By shifting the focus away from the level of the DE to experimentation and making the armor smith components optional. I would think that it would make things easier for them and us.

Now that I think about it some more, if the Devs set the numbers so a critical failure = level 1 and 100% = level 6, this scheme will guarantee that those on the low end of the totem pole will see a noticeable improvement because of the increased value of resource quality. Even a novice could get a 28% or so if he got the very best resources.

For low power DE it would mean that by seeking out good resources, a good crafting station in a crafting city, and seeking out those optional armor smith parts they could, in theory, make some fairly respectable armor.

A mid-power DE who puts in some work and has a bit of luck might even match the stuff most MDEs put out.

For MDEs it would simplify the crafting list and not much else.
Straker_Atrella
Mon Feb 07, 2005 3:27 pm
#10






Rihtan wrote:
You'll forgive me, but I'm not sure how the levels in armor make it easier for non-MDEs.

By shifting the focus away from the level of the DE to experimentation and making the armor smith components optional. I would think that it would make things easier for them and us.

Now that I think about it some more, if the Devs set the numbers so a critical failure = level 1 and 100% = level 6, this scheme will guarantee that those on the low end of the totem pole will see a noticeable improvement because of the increased value of resource quality. Even a novice could get a 28% or so if he got the very best resources.

For low power DE it would mean that by seeking out good resources, a good crafting station in a crafting city, and seeking out those optional armor smith parts they could, in theory, make some fairly respectable armor.

A mid-power DE who puts in some work and has a bit of luck might even match the stuff most MDEs put out.

For MDEs it would simplify the crafting list and not much else.




Here is how it helps non-MDE's.


Armor maxes at 20%


Let's say you can only make level 4 Armor modules. You can make two level 4's and put them in a droid reaching the 20% max.


Now an MDE can make the level 6's and only needs one armor module to hit the max of 20%.


The MDE still has the edge on a couple of Droid with only one armor slot, but most of your Combat droids have more then 1 slot. This allows non Master DE's to compete on at least an armor level.


It's the same thing with storage, data, and med modules. Due to stacking different levels, non-MDE's can reach DE quality levels, they just need more module slots.





-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Rihtan
Tue Feb 08, 2005 8:03 am
#11



Straker_Atrella wrote:

Here is how it helps non-MDE's.

Armor maxes at 20%

Let's say you can only make level 4 Armor modules. You can make two level 4's and put them in a droid reaching the 20% max.

Now an MDE can make the level 6's and only needs one armor module to hit the max of 20%.

The MDE still has the edge on a couple of Droid with only one armor slot, but most of your Combat droids have more then 1 slot. This allows non Master DE's to compete on at least an armor level.

It's the same thing with storage, data, and med modules. Due to stacking different levels, non-MDE's can reach DE quality levels, they just need more module slots.






But nothing in my proposal even suggests that we eliminate module stacking. It only suggests making the module's effective "level" based upon experementation instead of the schematic picked.
Straker_Atrella
Tue Feb 08, 2005 8:43 am
#12






Rihtan wrote:





Straker_Atrella wrote:


Here is how it helps non-MDE's.


Armor maxes at 20%


Let's say you can only make level 4 Armor modules. You can make two level 4's and put them in a droid reaching the 20% max.


Now an MDE can make the level 6's and only needs one armor module to hit the max of 20%.


The MDE still has the edge on a couple of Droid with only one armor slot, but most of your Combat droids have more then 1 slot. This allows non Master DE's to compete on at least an armor level.


It's the same thing with storage, data, and med modules. Due to stacking different levels, non-MDE's can reach DE quality levels, they just need more module slots.









But nothing in my proposal even suggests that we eliminate module stacking. It only suggests making the module's effective "level" based upon experementation instead of the schematic picked.






Yea you could still stack if you wanted too, but there wouldn't be much point to it. Even with mediocre resources, it's not hard at all to hit 80%, even a novice using semi decent resources could make good modules under your system.


The current system allows Non-Masters to compete with Masters, but has the drawback of using 2 slots. Changing it as you propose would really cut down the difference between novice and Master.


The only way that your system could work is if it was heavily weighted towards exp over resource quality, and you needed like a 95% to get max armor. Yet then even masters may have a hard time maxing out the Droids with just one slot.




-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Rihtan
Tue Feb 08, 2005 11:51 am
#13

Actually I can see several ways it could be weighted.
1. Split experimentation into three lines (melee, ranged energy, ranged kinetic for lack of better terms) Weighted so a MDE with good resources bonus can max with one module.

2. One line of experimentation weighted to fit a bell curve. Exceptional results are made rare and take on greater importance and value.

3. Scrap the armor caps on droids. Split the experimentation line several ways and let us build really customized armor. Droids with good kinetic, lousy energy and a deep dread of lightsabers. Weight it so that values over 40%, 50% or whatever are impossible to reach.

The exact details can always be altered so there is a fair difference between Master and Novice. I'm just saying it might be nice to get rid of a few extra modules and increase the amount of experimentation we get to do. The exact scope of the change is easily variable.

Must spellcheck. Must Spellcheck.

Message Edited by Rihtan on 02-08-2005 10:53 AM

Page 1 of 2
Previous Next