Droid Engineer Archive
Thread: Centralized Droid Issues
Page 13 of 13
VaAlor
Tue Aug 30, 2005 5:48 am
#157
i noticed that as well. least its fixed for now, until the next patch
leeds
Thu Sep 29, 2005 8:56 am
#160
Most of this I like. However i don't think that all droids should have the same # of modules. There should be a different # between the basic and advanced versions. Also i don't think any mse droid has any business having a 6 module capability, for example. I do like the ideal of the different chasis types having benifits. I make combat droids out of floaters, because they will float over water and not into it. So there is some of this going on. I use treds when someone wants a barker and storage module. I use r3 advanced for boombots and things that need max modules. I use mouse droids for storage and crafting module combos, they are much cheeper to make. I use r5 and r4s for astromech droids.
As of now there is no use for any bll droids at all. One thing we could have is require a small fleet of them to move any of the non rollup structures, like a theater for instance. We used to be able to order advanced blls into combat, and loaded with 3 auto repair and 3 level 6 armor, they made great tankbots. This has been removed.
They either need to update module functionality or get rid of them. As has been pointed out, structure maint modules are now rendered moot, for example. The survey modules still have some use as they allow you to go and do other things while waiting for results, I don't think we can get them to return the max% but perhaps they could carry more than one tool. Or since they take named resources to make in the first place, the can be premade with one or a few survey tool sloots. Repair modules could be updated to give the bot a self only regen rate, at the cost of some battery power (but not the double it is now).
The ability to have a combat bot out and a utility bot out at the same time needs to be added. Chs can do this, why can't we. After this is star wars not "something else". Also the ability to have organic heals effect droids needs to be removed. This will require a droid version of the vitality kit. They need to get droids off the ch system so we can have a droid and a mount out at the same time, like we used tobeable to do.
One issue that i noticed is missing, combat module cluster sockets should take general combat clusters.
well there's my 2 steel's worth
.
As of now there is no use for any bll droids at all. One thing we could have is require a small fleet of them to move any of the non rollup structures, like a theater for instance. We used to be able to order advanced blls into combat, and loaded with 3 auto repair and 3 level 6 armor, they made great tankbots. This has been removed.
They either need to update module functionality or get rid of them. As has been pointed out, structure maint modules are now rendered moot, for example. The survey modules still have some use as they allow you to go and do other things while waiting for results, I don't think we can get them to return the max% but perhaps they could carry more than one tool. Or since they take named resources to make in the first place, the can be premade with one or a few survey tool sloots. Repair modules could be updated to give the bot a self only regen rate, at the cost of some battery power (but not the double it is now).
The ability to have a combat bot out and a utility bot out at the same time needs to be added. Chs can do this, why can't we. After this is star wars not "something else". Also the ability to have organic heals effect droids needs to be removed. This will require a droid version of the vitality kit. They need to get droids off the ch system so we can have a droid and a mount out at the same time, like we used tobeable to do.
One issue that i noticed is missing, combat module cluster sockets should take general combat clusters.
well there's my 2 steel's worth
Page 13 of 13