Droid Engineer Archive
Thread: CU information for those who are not testing. May want to plan.
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Straker_Atrella
Wed Apr 20, 2005 3:18 pm
#14
Fishbreath wrote:
Rihtan wrote:
So are there any plans to make the starter cities safer? Those spice fiends in Bestine are going to be totally lethal to pure crafters under this system.
And Acktu wrote:
I dont agree with the level damage multiplier thing.
I think non-combat people should be able to wear some kind of protective clothing (not armor) to reduce the potential of getting nailed. Maybe some tissues that bio engineers can make to add some kind of protection to the wearer, but when worn it would make you miss with your weapon 100% of the time... something to make balance a non-issue.
In any case, this might bring people to purchase a combat droid to guard them.
Am I missing something?
I'm a totally all crafting Mon Calamari with a 300 health HAM, always have been......... I have been at risk of dying, and cloning on harvester runs since day one of this game.......how will this CUDRAMATICALLY change going out in the wild for the "pure crafters" like me?
Being a non-combatant, "pure crafter",you shouldhave no negative faction points, since you don't kill anything, so you shouldn'tget aggroed in the city........we get used to avoiding red dots on the radar all day long......seems it will be more of the same......only difference is a Durni will con red now.....but I'll just avoid him the same way I do a Mauler Acolyte.........
Again, am I missing something?
Yes you are. Before you could wear armor. Before even though you had 300 health, you also had action and mind that could be hit. Before that little Nuna may hit you for 50 points. Before you coudl get buffed.
So if something attacked you, you could simply run away. Now that same Nuna that hit you for 50, will probably incap you with one hit. You are level 1 with no protections at all, it may be level 7 and destroy you totally.
EnigmaBSc
Wed Apr 20, 2005 5:14 pm
#15
I hate the level system with a vengeance (amongst other aspects of the Combat Upgrade), but my experience was that it would take a level 15 MOB at least to one hit incap a crafter. Mind you, this was only a small test and there may be lower level creatures that hit harder. By comparison, a level 5 creature took four hits to incap me. Then again, when a nest of creatures spawns right infront of you whilst driving they may just get those four hits in.
EnigmaBSc
EnigmaBSc
neinnunb
Thu Apr 21, 2005 12:23 am
#16
I dont agree with the level damage multiplier thing.
I think non-combat people should be able to wear some kind of protective clothing (not armor) to reduce the potential of getting nailed. Maybe some tissues that bio engineers can make to add some kind of protection to the wearer, but when worn it would make you miss with your weapon 100% of the time... something to make balance a non-issue.
In any case, this might bring people to purchase a combat droid to guard them.
I think non-combat people should be able to wear some kind of protective clothing (not armor) to reduce the potential of getting nailed. Maybe some tissues that bio engineers can make to add some kind of protection to the wearer, but when worn it would make you miss with your weapon 100% of the time... something to make balance a non-issue.
In any case, this might bring people to purchase a combat droid to guard them.
Fishbreath
Thu Apr 21, 2005 12:55 am
#17
Rihtan wrote:
So are there any plans to make the starter cities safer? Those spice fiends in Bestine are going to be totally lethal to pure crafters under this system.
And Acktu wrote:
I dont agree with the level damage multiplier thing.
I think non-combat people should be able to wear some kind of protective clothing (not armor) to reduce the potential of getting nailed. Maybe some tissues that bio engineers can make to add some kind of protection to the wearer, but when worn it would make you miss with your weapon 100% of the time... something to make balance a non-issue.
In any case, this might bring people to purchase a combat droid to guard them.
I think non-combat people should be able to wear some kind of protective clothing (not armor) to reduce the potential of getting nailed. Maybe some tissues that bio engineers can make to add some kind of protection to the wearer, but when worn it would make you miss with your weapon 100% of the time... something to make balance a non-issue.
In any case, this might bring people to purchase a combat droid to guard them.
Am I missing something?
I'm a totally all crafting Mon Calamari with a 300 health HAM, always have been......... I have been at risk of dying, and cloning on harvester runs since day one of this game.......how will this CUDRAMATICALLY change going out in the wild for the "pure crafters" like me?
Being a non-combatant, "pure crafter",you shouldhave no negative faction points, since you don't kill anything, so you shouldn'tget aggroed in the city........we get used to avoiding red dots on the radar all day long......seems it will be more of the same......only difference is a Durni will con red now.....but I'll just avoid him the same way I do a Mauler Acolyte.........
Again, am I missing something?
Valdamar
Tue Apr 26, 2005 10:06 am
#19
The one thing that really bothers me about this level thing is that I have to play the resource game again.
I spent the first year or so gathering resrouces for Armorsmith. Now the requirements are changing and I have to start that game up all over again. This I am afraid is what could make me quit. I have a lot of stuff that I have stockpiled over the year too anda lot of it could become useless.
I never had to worry about driving on Naboo or Corellia, but now it looks like I will have to live in fear of the smallest of creatures. Hopefully the new resources will spawn on the easier planets instead of the adventure planets.
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