Droid Engineer Archive
Thread: Droids: Where we were and where we’re going.
MSE
DZ70
Power
ADV Power
R5
R4
Treadwell
Protocol
ADV Binary Load Lifter (BLL)
Two modules:
ADV MSE
ADV DZ70
ADV R5
ADV Treadwell (WED)
LE Repair
Surgical
Probot
ADV Protocol
Thre Modules:
ADV R4
ADV LE Repair
ADV Surgical
R2
R3
Five Modules:
ADV R2
Six Modules:
ADV R3
So, this means that the Advanced R3 will be the most powerful combat droid, with R2-D2 running a close second?
The binary load lifter, that great lumbering beast, has but one module - so, he won't be too great at stepping on things?
Did you actually mean new effects, not the ones we already have as part of our profession, but brand new effects only available through the droids?
Also, would like to add that the modules in publish 8 look like a nice start.
I still think that there are a lot of profession specific modules that could be added - slicing bonuses for smugglers, for example, that act in the manner of existing skill tapes and such.
Thank you for the information.
I must admit, it's a BIT disconcerting to think that combat modules, alone amongst our products, will stack up to six high. By disconcerting, I mean that it seems odd that the best combat droid we will now be able to make will be an advanced R3... Would said advanced R3, loaded with six combat modules, either equal or exceed the current probot? Would an advanced probot, certainly a currently combat-capable droid, be able to hold two combat modules in its general service module slots? If so, how much extra power would this grant the probot, and is this likely to be an issue which must be addressed?
Oh, and THANKS for listening on some of the utility module ideas. We have had a LOT of them over on the DE board, it's good to see that some of this stuff may actually see the light of code.
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Ok, now that I read through it, I have a few concerns, and choose to post here rather than the flood that is the In Development thread.
The wound packs that are supposed to go in in publish 7, I sure hope they mean stims, not woundpacks.
It seems kinda stupid to have to stack 6 combat modules to get the best combat droids, Adv R3s shouldn't be the best combat droids imo.
I was hoping for some details about how the modules function, i.e. are there melee modules, or is there only ranged, or what?
We didn't get an answer about the armor, i.e. is medium armor and 40% effectiveness the most you can get?
Those utility modules sound kinda limited, I sure hope there are some better ones they are holding back. I am not one for fluff, and the entertainer module, come on, that matters not to me as a DE, although it may lead to a sale or two.
/critique off
On a lighter note, it does give me hope that the thread was posted as promised today (man my standards are low, heh), and I am quite curious how the droids will fare in combat. It is also heartining to see all this attention focused on our profession, and I would like to thank Thunderheart for his apparent diligence in getting us some much needed love.
Message Edited by Sirgleno on 02-18-2004 04:06 PM
Sketh,
TH mentioned that combat modules can only be put into units that are cabable of combat. It is possible that Astromech droids will not be capable of combat therefore any R unit will not be able to have the modules put into it.
TH, good job. Just hope people read what you have posted. The immediate question would be what is in the works for above CL10 combat droids?
Thank you very much... overall these fixes and additions are **GREATLY** welcome.
Thanks again!