Droid Engineer Archive

Thread: DE Plan CONCERN Thread

progman63
Wed Oct 29, 2003 9:51 pm
#118

I know alot has been said about combat droids/modules only being usable by DE, but I don't think it will be as bad as everyone thinks.


With the addition of viable combat droids, the point at issue here, the DE profession will have more in common with the CH profession that any other profession. So why not compare their similarities?


1. Besides the other modules that DE can create, which in my experience have a limited and finite market, combat droids will probably be our main market, similar to CH pets.


2. CH capture and train pets for combat, DE will create droids for combat.


3. CH are the only profession that can use higher level pets and gain Creature Level and Stored Pets skills, DE will be the only profession that can use higher level droids and should gain Droid Level and Stored Droids skills.


4. Both CH and DE are elite professions, with CH needing more SP to gain. What's the difference between players grabbing a few CH skill boxes to use and store combat pets and players picking up a few DE skill boxes to use and store combat droids?


I wish we could set aside the crafting and handler 'labels' that everyone seems to be getting hung up on and look at the facts. DE and CH will be more similar than disimilar so it makes sense to model them after each other and propagate any combat 'pet' changes to both professions so they remain balanced and keep users happy and BUYING DROIDS.


A certification system might work just fine, but we already have a system for pet usage that's in place that is pretty much complete and, without arguing about it, works.


It will take alot less work to adapt the CH system to the DE profession than designing and implementing and debugging and balancing and tweaking an entirely new system. Won't it?


Which route do you think our overworked devs would be more likely to adopt? Designing an entirely new system or adapting an existing system?









"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres


GrafvonSoden
Thu Oct 30, 2003 1:17 am
#119

sorry, I posted the same info in another post, beforeI saw this one
Luscidity
Thu Oct 30, 2003 1:35 am
#120

Ah my young apprentice,, bump bump,,,, ) bottom line is we have to wait.. wait...Wait..



Riage


Master De Master art to scared to try somthing els....




Eternaly Forgoten
Home LOK
City DT
Changed back to my main account .. Some people thought i was a noob.. Because of time stamp...( knuckle heads )
Guild SYN
OrionJack
Thu Oct 30, 2003 1:42 am
#121

Hmm my replies to other threads keep wanting to be posted in this thread..



Stelk (MDE --> SunRunner)

NerfLord
Thu Oct 30, 2003 6:18 am
#122

I feel the DE plan is a good starting point, but I think we definatly need some confermation on new droid types ie Droidekas/Trade-Fedaration style battle droids ect... theres loads to go at.


The idea for Power Droids is definatly a good idea, and some thing of that ilk should be applied for BLL's and protcol droids..


Mouse Bombs a nice touch .. but the bomb bit should be an optional module.


Medical mods and Repair mods should be in there repsective droid types


Weapon modules should not be be open to all droid types perhaps Protocol Droids and some thing else..


Sketh
Thu Oct 30, 2003 7:33 am
#123

I am concerned about DE's being the only ones who will be able to use the new combat droids. This will cause people to flock to DE, and will eleminate the ability to sell droids. Unlike CH's, DE's need to mine a lot of materials. So, it will turn the DE profession into a more star-warsy one that costs a lot to play.



______________________________________

Sketh Rial - Acting CEO CGZ Enterprises - Trade Minister for Riverveil
Master Droid Engineer - Master Artisan - Propagandist - Novice Carboneer
Visit Sketh's House of Droids (Tent) -3814, -1683 Riverveil, Corellia, Chilastra
Droid Owner's Manual - Version 4
JediYak
Thu Oct 30, 2003 9:12 am
#124

Who will make the combat modules? Us? Weaponsmiths? Both together?


Hopefully, we'll be able to have a Pistol Weapon Chasis where we add a Pistol made by a weaponsmith to fit inside a module. Will damage be the same as normal witht he weapon? Some fraction thereof? Will droids be able to use weapons as though they were Marskman 3/3/3/3? 2/2/2/2? How will this work?


How will droids be able to stand up in combat? Maybe a special way to make chasis provide much more HAM? An additional shield module to add 1000 HAM?


Will droid capacity be changed to match their chasis size?Something like:
- Mouse Droid: limited to 1 Stim/2 Items/0 Missions/0 Pets/10 Data/30% Medical healing/10% Light Armor/1 Small weapon?
- Load Lifter: 10 Stims/20 Items/40 Data/1 Mission/1 Pet/100% Healing/60% Heavy Armor/2 Any weapons?
- C3PO: 20 Stims/6 Items/120 Data/2 Missions/0 Pets/110% Healing/40% Medium Armor/1 Medium or Light weapon?


What will happen to existing droids? Will they be upgraded to be average? Will everyone need a new droid? Should I finish making those 200 Advanced Probots in my factory or wait a month?




--Masta DE Yak's Star Wars guides: http://www.crossler.com/swg/
--Yak the Avian @ Naboo @ Chilastra -- Factory crates of Adv Probots for Sale!
Domacett
Thu Oct 30, 2003 5:02 pm
#125

The DE plan is too vague. It looks like a hazy, undefined echo of our wishlist. I would like to see a plan for every aspect of our profession:



  • Modules, module levels, exsisting module functionality, new modules

  • Droid chassis, specific unique functions, new functionality, combat droids

  • Droid control, certifications, number of active droids, number of droids in datapad

  • Droid utility in other skill classes, adding droids to architect schematics, player city structures

  • Bugs, bugs, bugs, and incomplete functions

  • Droid experimentation, customization, droid personality, droid names filter, "talkie" droid names

That's all I can think of at the moment, but this is an example of what I would like the next "DE Plan" to look like.




Indrid Cold
Master Artisan/Master Droid Engineer
-
I grok Dilbert
"The force is my hammer, and a big f*****g hammer it is.
Valin_Duroth
Fri Oct 31, 2003 6:37 am
#126

Fragnatr



Ummm, I would hate to beak this too you but you have to aquire some artisan to be a DE. I am also a Master DE but would love to free up some Artisan skills to use them elsewhere but if I want to be a self reliant DE I can't because we need so many schematics given only at the Master Artisan level.


Do you understand now? And please don't complain that master artisans have nothing good...they are just a stepping stone for Elite professions. If you don't think you get anything good at MA then move on to something else.




Valin Duroth
Duroth's Droid Emporium
Flurry Galaxy
Master Artisan, Novice Pistoleer, Master Droid Engineer
AltharXXX
Sun Nov 02, 2003 6:03 am
#127

Valin - you have to take some architect too. You cannot make power droids without that.




Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
Droid_Engineer_Rho
Sun Nov 02, 2003 6:08 am
#128

Althar,

How many power droids have you sold?

I've made TWO, and sold one. I have four power cores in stock that a friend made for me, and I expect them to last right up until they make the power droids a LOT more useful.

So far, the demand just isn't there for power droids, primarily because if you use one, you're rather stuck for a really functional droid.



Taking a well-deserved vacation from his successful Droid Engineering business, Master Rho can be found puttering around the galaxy.
AugustusCaine
Sun Nov 02, 2003 11:23 am
#129

Once people find out how much a power droid is, they just walk away (or rather say I don't think so, then walk away). I mean 8 -9k for the power core unit, and then add on top of that the actual price of the droid. Sometimes with those you're lucky to break even after the resource cost, etc. They just aren't a viable droid at the moment, even though I have one myself. Sure it makes a neat noise... but until they make them useful in a larger way, the demand won't be there...
progman63
Mon Nov 03, 2003 4:52 am
#130

(I know I posted this in another thread, but it will probably drop off the map, so here it is where people will hopefully see it - in an already active thread.)


OK, here's my take on the comments on DE-only droids mentioned in the DE plan.


Whomever drafted the plan did specifically say "droid modules that only DE can use".


Now, does ANYONE really think that the devs intended to give combat droids ONLY to DE? That ONLY us DE would be able to use combat droids?


Or do you think perhaps they were thinking or assuming that the skills for USING combat droids would also be placed in the DE skilltree or thinking something else entirely and maybe that's why they worded that statement in that way?


Perhaps it was a typo, or they misstated the true intent of using the modules, or whatever.


SERIOUSLY, does anyone ACTUALLY think that DE would be the ONLY ones that could use combat droids and that NO ONE else in the WHOLE game would be aloud to use them in any way???



I have an idea, why don't we just ASK what they ment by that statement and get a clarification instead of endlessly arguing about something that is PROBABLY not even a real issue???


We're probably wasting ALOT of time on a non-issue which is detracting alot of effort from intelligently discussing OTHER things that are more important.


Let's get the real sh*t straight from the horses mouth and move on already.









"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres


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