Droid Engineer Archive

Thread: Here they are, TC changes so far (all schematics available now!)

Sodan-droiddreamer
Mon Mar 01, 2004 11:40 am
#131






Icarus-6 wrote:






Shian_Tavkin wrote:

...So why did they fix / prevent the old module clusters going in Probots ??


Only to give back damned near the same ability using Combat Clusters ??







Just at a guess either A) you aren't suppose to be able to put utility modules into combat module slots (which is probably untrue) or B) the Developers didn't bother to think that maybe someone would not put lots of combat modules into a probot since it would lose it's combat abilities then.



OMF'G! Its the return of the cluster guano debate.




Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
Icarus-6
Mon Mar 01, 2004 11:50 am
#132









Sodan-droiddreamer wrote:


OMF'G! Its the return of the cluster guano debate.







Not really. Like I said, I'm pretty sure it's not a bug because otherwise it would totally screw up all the R-type droids. I bring up the point more in an effort to preemptively debunk it. I think it's just Developers asleep at the switch.




Tallin Rose
Master Droid Engineer
Starsider

At Tallin Industries we strive ever day to up our standards. Now, up yours.



JavelinCatcher
Mon Mar 01, 2004 11:54 am
#133








duncje wrote:


They haven't give back the same ability. The probot will not keep its inherent combat ability. You'll have to choose utility or combat, or a combination of lesser combat and lesser utility. Before you could have unlimited utility and the combat ability.






Well technically they have, considering right now the DZ70 and the Probots have kept their inate combat abilities with no combat modules installed (this is probably a bug though).



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Pallida
Mon Mar 01, 2004 12:39 pm
#134






Shian_Tavkin wrote:





CapnSteve wrote:

Look on the bright side. I bet 5 module, mostly utilityprobots will be pretty popular. Assuming it's not a bug, that is.





Ahhh it keeps getting better


So why did they fix / prevent the old module clusters going in Probots ??


Only to give back damned near the same ability using Combat Clusters ??


Something is very wrong in the DE garden methinks.










If I were a suspicious old man... hey! Wait! I AM a suspicious old man!


I suspect that these changes to the Probot Frame are in support of a future update... one that will permit us to USE this frame to build a CL11+Probot Frame.. one that only the upcoming(?) Droid Commander profession can use. By making this change,tehj Devs intend that we'll be able to include stronger combat modules (to be implemented at a later date?) that will permit the generation of a stronger Probot.. just one that we, as DEs, cannot use "out of the box" for our own purposes.


That is the only benefit that I seein redesigning the existing Probot Frame in this manner.


(my two cents)



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Sodan-droiddreamer
Mon Mar 01, 2004 1:09 pm
#135






Shian_Tavkin wrote:

Audio..it appears to be worse than you thought (and I thought)


From reading about the new craft/experimentation changes it appears we will not be able to even match the current Probot's abilities...reports are coming into TH's thread that no elite crafters are able to reproduce the same quality of product that they can currently make with Pub6 rules.


Stims, Woundpacks, Craft stations...you name it, there are people posting that they just can't make things as good as they could in Pub6.


Am I worrying for nothing? I think not.







I agree Audio. I think you're looking on the bright side. Check it out:


http://forums.station.sony.com/swg/board/message?board.id=Intrepid&message.id=217627


It seems as if they have only added to the resource, complexity and time cost while not doing anything else to improve the droid (nay, they've been made worse with the armor stacking nerf/bug). All that coupled with a major crafting nerf.





Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
Sodan-droiddreamer
Mon Mar 01, 2004 1:22 pm
#136






Gribnitz wrote:





SiameseFluff wrote:

I'm afraid of this patch



I'm only a Master Droid Engineer. I make my money by selling some resources and droids. I make maybe a million in a week or so and I BUY a million or so of resources, parts, supplies, etc formyself as either for DE or for my quest to become a Master Pikeman.





Man, you just like to be abused don't you? "I am only a DE so I can make money to be a Pikeman" ???? Here... just let me throw this boiling vat of hot oil on you to put you out of this endless cycle of misery. It couldn't hurt any worse than going from DE to a Pikeman.






HAHAHAHAHAHAHA!!!


Hilarious post, man. I have known at least TWO to do it before!





Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
Sodan-droiddreamer
Mon Mar 01, 2004 1:27 pm
#137








AudioOrgana wrote:


I'm a minor league player when it comes to harvesting - I just set those six harvesters up on a spot, leave, and come back every day or so to check for shifts. When it shifts, I pick them up, and place them on another. I only gather one resource at a time, and with BER10 Harvesters, it gathers quite quickly. Once I started this "all or nothing" approach, I started to see 100K stacks of resources in no time. I used to think that was a lot, like I'm sure you do - but once you start mining it really goes into perspective; you will quickly see how easy it is to accumulate resources, and will see where the real money is in SWG - people who do this for a living. Those people you have been paying a million bucks a week.



Bah. I sell Alderaan Flora for 50k each at Sodan's Exotic Droidgarten. I sell R3s with all crafting stations for 45k. You do the math. I'm a friggin' florist and picking an arrangement is far easier and quicker than crafting a post-patch R3 will be.




Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
CapnSteve
Mon Mar 01, 2004 1:58 pm
#138

Do we know if normal modules can fit into a combat cluster? A probot with 5 utility modules would be pretty impressive so I doubt it, but I can hope.



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"Next thing you know it's going to require a Droid Brain in order to make an Electronics GP Module. Sheesh." --Kollos
duncje
Mon Mar 01, 2004 2:02 pm
#139






Malitevv wrote:





duncje wrote:





They haven't give back the same ability. The probot will not keep its inherent combat ability. You'll have to choose utility or combat, or a combination of lesser combat and lesser utility. Before you could have unlimited utility and the combat ability.







True, but as the other poster said, since that is the same number of modules as the Advanced R2, and the Probot is easier to make than the advanced R2, it basically makes the Advanced R2 a useless droid.





Agreed. I wasn't trying to argue for or against this, just trying to point out a fact.


The fact is, if this publish goes live in its current state, or anything close to its current state, it's a great big Nerf with a capital "N". An ADVProbot currently is CL10 with the ability to hold 2 utility modules. A current TC ADV Probot has 5 combat modules, which won't get it to CL10 according to how TH posted that combat modules should work. And, no room for utility modules left over. They are making it harder to make less useful droids, if this goes live, I quit.





Beebo
Master Droid Engineer | Shipwright | Master Artisan
Crazy Beebo's Discount Droids & Ships {-1075 -2924} Bestine, Tatooine

Malitevv
Mon Mar 01, 2004 2:41 pm
#140


Let me first say: I don't mind if good probots are harder to make if it all makes logical sense. The high quality probots ARE too easy to make right now (because a 4/3/0/4 DE can make the best possible combat capable probot).


The problem is that this system, as it stands, doesn't seem to make logical sense. The reason it makes no sense is because the combat and utility slots appear to be completely interchangable. There is no reason they can't give us module slots of three types:


Type 1: takes only utility modules

Type 2: takes only combat modules

Type 3: takes either utility or combat modules


after all, we have slots that take only aluminum, and we have slots that take only copper, and we have slots that take copper or aluminum.


If all slots in combat capable droids are of Type 3, as they currently appear to be, then the system will be horrible. That the devs appear to be planning to do exactly that is depressing. It shows that they went into this entire development cycle for droids with no real understanding of what some of the underlying issues with the profession actually are. Itjustexasperates the existing problem in which most of our droids are useless because they are expensive to make but have less functionality than cheaper droids. If this goes live in its current state, we can add the R2 series to the list of useless droids, it will join the Surgical, LE Repair, Protocol, and BLL droids as being useless because they are more expensive than other droids in the tree that are better then them in every concievable way.





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In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Malitevv
Mon Mar 01, 2004 3:00 pm
#141

That is how it seems. But the R3's HAM is so low that I'm sure any Probot will surely beat it hands down in combat. Because of the HAM issue, i don't see that as a big problem. The bigger problem with the interchangability of the combat and utility modules is that it obsoletes the R2 completely.


In truth, if any devs are paying attention, you have to make sockets of different types like I mentioned in the previous post if you want this profession to make any rational sense. Give the probot five slots like you have, but make 3 of them COMBAT ONLY slots. Give the R3 six slots, but make 3 of them UTILITY ONLY slots. And if you want a droid with 6 combat capable slots, create a new chassis and put it in the master box.



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
slaier0702
Mon Mar 01, 2004 3:10 pm
#142

I know these were not noted for release but are on our top list of issues.


On TC:

a. Can you have more then 5 droids in your Datapad?

b. Can you have multiple droids out at one time?

c. Droid Customization, will it stick?

d. calling a droid in a private house.

e. Usefull Level 6 armour vs 2 level 4.





finnny (Tempest)

Malitevv
Mon Mar 01, 2004 3:25 pm
#143






slaier0702 wrote:

I know these were not noted for release but are on our top list of issues.


On TC:

a. Can you have more then 5 droids in your Datapad?

b. Can you have multiple droids out at one time?

c. Droid Customization, will it stick?

d. calling a droid in a private house.

e. Usefull Level 6 armour vs 2 level 4.






those are some strange questions. but i can give some answers:



a. unlikely. but nobody is asking for this to my knowledge.


b. that is a good question. not answered yet to my knowledge


c. it usually does stick already


d. you can call a droid in a private house to my knowledge. but this patch will include the ability to call droids and vehicles out in the wild without a camp. if you are curious about that.


e. actually with publish 6 the broke this. armor modules no longer stack at all. and according to drashk, that is still the case in TC.





---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
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