Droid Engineer Archive
Thread: Beta NDA is lifted (or will be soon)
It would allow crafters to do some of the quests while keeping them difficult. That type of system would have to go off your your group level of course to prevent someone as a CL1 grouping with a CL80 and taking the easy way out (or vice cersa). Not saying all quests should be like that, but at least a few here and there so that there's a reason a crafter should even buy the expansion at all.
Message Edited by 1StarNinja on 10-11-2005 04:22 PM
1StarNinja wrote:
I think alot of the quests should scale to the combat level of the person(s) running it. Make it tough still for them (eg. a CL80 might see a level 90 mob, but that CL3 crafter would get a CL12 mob, numbers just randomly pulled out of a hat not actual #'s I suggest they use).
It would allow crafters to do some of the quests while keeping them difficult. That type of system would have to go off your your group level of course to prevent someone as a CL1 grouping with a CL80 and taking the easy way out (or vice cersa). Not saying all quests should be like that, but at least a few here and there so that there's a reason a crafter should even buy the expansion at all.
The trick is, that doesn't help many crafters who don't have even the basic attack skill. Besides which, crafters should have crafting based combat, not combat based combat.
Jenden wrote:
The trick is, that doesn't help many crafters who don't have even the basic attack skill. Besides which, crafters should have crafting based combat, not combat based combat.
What is crafting based combat? bashing someone over the head with aWDG Tool?
Everybody has ranged shot/melee hit, even at CL1. And they could even go up to ~CL 30 enemys for crafting quests without problems, at least once they fix combat droids ^^
Jenden wrote:
1StarNinja wrote:
I think alot of the quests should scale to the combat level of the person(s) running it. Make it tough still for them (eg. a CL80 might see a level 90 mob, but that CL3 crafter would get a CL12 mob, numbers just randomly pulled out of a hat not actual #'s I suggest they use).
It would allow crafters to do some of the quests while keeping them difficult. That type of system would have to go off your your group level of course to prevent someone as a CL1 grouping with a CL80 and taking the easy way out (or vice cersa). Not saying all quests should be like that, but at least a few here and there so that there's a reason a crafter should even buy the expansion at all.
The trick is, that doesn't help many crafters who don't have even the basic attack skill. Besides which, crafters should have crafting based combat, not combat based combat.
Doesn't everyone have the basic melee attack and ranged attack? I have neither Novice Marksman nor Novice Brawler and I have both thos "default" attacks available to me. Don't have a Knockdown recovery though.
Crafting based combat? Last time I threw an Adv. droid brain at someone I got in trouble from my guild leader
Message Edited by 1StarNinja on 10-11-2005 05:29 PM
Atan wrote:
Jenden wrote:
The trick is, that doesn't help many crafters who don't have even the basic attack skill. Besides which, crafters should have crafting based combat, not combat based combat.
What is crafting based combat? bashing someone over the head with a WDG Tool?
Everybody has ranged shot/melee hit, even at CL1. And they could even go up to ~CL 30 enemys for crafting quests without problems, at least once they fix combat droids ^^
You must have at least novice marksman/brawler to get ranged shot/melee hit, so no, not everyone does have them. As far as what is crafting based content, there were some great ideas mentioned earlier. Resource scavenger hunt, make an item with at least x stats, I'd like to see some knowledge based puzzles (but you'd have to have a huge question base so the answers wouldn't immediately turn up online) that involve the players knowledge of their crafting profession, etc...
and yea, thats a typo, should be crafting based content.
Message Edited by Jenden on 10-11-2005 02:30 PM
DTQ wrote:
I have tested this without ANY marksman or Brawler you can still attack with a cl1 weapon by double clicking or using / attack, you just get no "Specials" and no mods
Do you actually attack or do you just enter combat? I know that I can "initiate combat" by double clicking or using /attack, but since I don't have any specials (including ranged shot or unarmed hit) to attack with I just sit there looking like an idiot.
Nov. marksman/brawler only gives knockdown recovery and some combat mods (and taunt in brawler)
Just pull it to your toolbar and use ctrl+(left mouse click) to make it your auto attack
LonelyGhost wrote:I hope one day they give us a crafters revamp.
The developers have all but said that there is not going to be a crafting revamp. Instead, they are going through the individual classes and revamping them. They have already stated that the DE class is slated for a revamp, just like the Creature Handlers and Squad Leaders. I speculate they're starting from the bottom of the most-used classes, which means DE should be coming soon*!
* Soon being anywhere from a few months to a few years, of course.
Corran950 wrote:
no offence but i wouldnt rid yourself of the flea due to the fact it is the only mount capable of transversing lava other than the lava skiff (which is not the preorder reward) and jet pack.
Yeah, I'll probablyu keep it. It just irritating that they spent any time at all, sorry, that they WASTED any time at all on this stupid mount. That development time would have been MUCH more valuable putting in, hmm, maybe a new craftable droid chassis? Maybe? /grrrr
I doubt I will spend any time on Mustafar with my combat guy though. Fighting is boring, loot sucks, and fighting is boring. Oh, and loot sucks!
![]()
I know Jenden, that when you wrote Crafting based Combat it was a typo, however, you might just have something there. What if as crafters we brought a different type of combat to the table. What I mean is what if we were able to out think our enemies.
You might also try combining craftable items to make a gadget that would allow us to defeat our enemies. I know I might get some pot shots for this but like McGuyver. I mean we are DE, we all know that it takes some sort of connection to the force to stay with this profession.
Now what I am not say, is that we suit up in armor and join our Combat counterparts. I am saying for the purpose of quests, this could be an interesting and involving way to do them.
BTW guys I am back and I really dont know why, it is not like much has changed. Oh Well!
Message Edited by Gadget_tek on 10-11-2005 09:23 PM
I stated above, we should be able to outsmart of enemies. And, people have wanted a more Star Was-y game. So, go ahead and make the game more Star Wars-y and apply an "IQ" system to characters. It would be much like the CL system now. Depending on your profession, your IQ changes. Combat professions would tend to yield a "brawns over brains" class, whereas entertainers/crafters would be the opposite (with of course Master Droid Engineer with the highest possible IQ).
Not only could this IQ system work in the matters of combat, it could open up more things to do in the game. You could play Sabacc, with the higher IQ character providing a better chance of winning.
Those in a faction could be allowed to command x more people depending on their IQ. And the abilty to "sweet talk" your way out of crack-downs could come in handy.
So, you have your IQ. What will it get you droid-wise? Well, having more than one droid out, stronger combat droids, longer running time between maintenance (if we ever get decay, smarter characters would probably take care of the droid more), and more module opitions could be some ideas.
And wait, there's more. I think that if you could have more than one droid out or have a group member take their droid out, both droids would get better at whatever they do if you allow them to talk to one another. C-3PO and R2-D2 worked better as a team, so I think droids in SWG should be the same as those two.
Just my two creds.