Droid Engineer Archive
Thread: Droid armor idea: Just an idea...that's all.
Its a good idea TK, however if armour is to remain in its current way, I suggest you point out to the devs that requiring composite panels for lvl5 and lvl6 armour should be removed. Consideringcompsite panels produce light armour when producing player armour, its rediculous that using the same components while constructing a droid produces (what would actually be thicker chunks of metal) with NO armour rating.
IMHO droids with a lvl6 armour module should have the same stats as a piece of composite armour while composite parts are made in its production.
In short, droid armour should be made to match the stats of composite pieces or have the composite panels removed from the schematic.
Level 6 Armor needs to have a defined MAXthat isstated by SOE to be a certain AR rating and Resist Rating. Once we get that, then we can determine how armor should work.
If Level 6 Armor = AR0 20% Resists
- Composite Armor Segments need to be removed from the schematic
- Durability rating and experimentation should stay completely inactive (if Level 5 gives 17%, what the heck is quality of resources and experimentation gonna do? be a difference of 3% for the final armor rating?)
- Remove the second droid defensive module slot from all droids that have this in their schematic. The armor rating is so low, the droid should either have armor or not have armor. There is no use for having two defensive slots other than stacking, which is not even really useful when you are looking at a difference of 5% Resists
If Level 6 Armor = AR0 40% Resists
- Composite Armor Segments need to be removed from the schematic
- Durability rating and experimentation should be activated as now the difference between defensive modules can be anywhere between 3-7%. That is enough of a difference to warrant mining for exceptional resources and experimenting for the best
- Remove the second droid defensive module slot from all droids that have this in their schematic. The armor rating is still too low, the droid should either have armor or not have armor.
If Level 6 Armor = AR1 20-40% Resists
- This would give us the largest flexibility, differences between one DE to another DE in terms of quality, and make droids attractive for purchasing
- Durability rating and experimentation should be activated as per above. BUT, in this scenario, Durability and experimentation should only affect Resist ratings
- Keep the second droid defensive module slot for droids that have this in their schematic. But, the difference here is that to get that AR1 stat, the droid must have both defensive slots filled. Let me repeat that, 1 armor slot filled = AR0; 2 armor slots filled = AR1. Obviously, some of the combat droids like the Adv DZ-70(considered light combat droid), basic LE droid, Adv R5, basic R2, basic Probot (less HAM and lower armor will differentiate this from its Advanced cousin), basic R3, and Adv LE (having more HAM, less armor, and only a melee attackwill keep it in the CL10 range) will only have an AR0 20-40% Resists rating.
Personally, I like the last system. Besides, CL10...what the heck is that anyways? CL10 is so low that any creature falling in this range should have a high fudge factor. The difference between a tough CL10 and a weak CL10 should be great. There should be very little difference in creatures that are of CL150, however.
TheRealTK421 wrote:
This is just a quick brainstormed idea. I do not know if the Devs would bite on this...but I wanted to float it for a suggested way to make Droid armor more....realistic.
I would suggest that the "Durability" stat for droid chassis be tied to the level of resists that's obtained on the final droid build.
So...
If you use a Level 6 armor module, you can get 20% resists. That's the new system (now a given).
Under my idea, if you were to commit experimentation points to a droid chassis Durability stat, you could 'buff' the armor stat by some 'balanced' Dev amount.
By this, I meant that you could experiment droid armor a bit higher. So, in the example above, if you got 'full' possible experimentation on a droid chassis, maybe the max could be 30% stats.
Using the Durability option for droid chassis (to me) makes the most logical crafting sense.
...
I could fly with this idea TK, I really think you should push for something like this, but I do have a few comments -
1. Are we talking about durability ONLY on creating the chassis for advanced models, or durability experimented only on the final construction? I'm thinking most likely just on the final constructions for consistancy (because this game needs a bit more consistancy!), so there's no deviation between standard and advanced. ACTUALLY...or, we could make this an advanced droid thing only, and then tie it to the chassis construction for advanced droids. I would like this better I think, if they would remove the durability category from the final construction.
2. SOMETHING needs to be done about lvl 5 and lvl 6 armor needing composite segments. If they're going to take those, we need to at least get an AR 1 (light). I'm not asking for Medium back, I understand that's too powerful, but I think if our max is going to be 20% standard AR0, that needs to be the max for a single Lvl 6 armor module. Droids that take 2 armor modules get light armor to reflect the double protection, and then the appropriate level of resists. And THEN, under this system we can spend experimentation points toward durability for up to 30%-40% resists in exchange for a lesser HAM (had we put it into effectiveness - which btw still seems weird to me, seems like that would be tied to quality???). So in summary: 1 armor plate = AR0, 20% max; 2 armor plates = AR1 Light armor, 20% resists; Full durability experimentation can raise the resists to a dev decided new max, perferably 40%.
I'll try to think on this some more, but I think this would be an excellent compromise for our concerns, would not be too difficult to implement, and would give us a bit more meaning in the experimentation process, as there should be! Thanks.
jefmes wrote:
I could fly with this idea TK, I really think you should push for something like this, but I do have a few comments -
1. Are we talking about durability ONLY on creating the chassis for advanced models, or durability experimented only on the final construction? I'm thinking most likely just on the final constructions for consistancy (because this game needs a bit more consistancy!), so there's no deviation between standard and advanced. ACTUALLY...or, we could make this an advanced droid thing only, and then tie it to the chassis construction for advanced droids. I would like this better I think, if they would remove the durability category from the final construction.
2. SOMETHING needs to be done about lvl 5 and lvl 6 armor needing composite segments. If they're going to take those, we need to at least get an AR 1 (light). I'm not asking for Medium back, I understand that's too powerful, but I think if our max is going to be 20% standard AR0, that needs to be the max for a single Lvl 6 armor module. Droids that take 2 armor modules get light armor to reflect the double protection, and then the appropriate level of resists. And THEN, under this system we can spend experimentation points toward durability for up to 30%-40% resists in exchange for a lesser HAM (had we put it into effectiveness - which btw still seems weird to me, seems like that would be tied to quality???). So in summary: 1 armor plate = AR0, 20% max; 2 armor plates = AR1 Light armor, 20% resists; Full durability experimentation can raise the resists to a dev decided new max, perferably 40%.
I'll try to think on this some more, but I think this would be an excellent compromise for our concerns, would not be too difficult to implement, and would give us a bit more meaning in the experimentation process, as there should be! Thanks.
- Droid HAM and combat statistics are tied intimately with the armor and resist levels. There is only one reason for having a higher HAM or better combat statistics or good armor, and that is for taking the droid into combat. If you gimp one of these things (or in the case of durability experimentation for armor vs effectiveness experimentation for HAM/damage statistics), the whole thing is gimped. What good is a droid with half the resists (say 10% difference) and slightly higher HAM (say 200 pts) vs a droid with full resists and low HAM?
- Experimentation in crafting is what makes this game fun. Spread the fun around. This would give people more options. In the future when higher level combat droids make it into the scene, it would be nice to be a Component Manufacturer. If you lump all the experimentation just into one final schematic (i.e. the final droid combine), people will figure out some kind of cookie-cutter combination to use. Template droid crafting = bad.
Heh, looks like StrayCat and I are on the same page
StrayCat1212 wrote:
Level 6 Armor needs to have a defined MAXthat isstated by SOE to be a certain AR rating and Resist Rating. Once we get that, then we can determine how armor should work.
If Level 6 Armor = AR0 20% Resists
- Composite Armor Segments need to be removed from the schematic
- Durability rating and experimentation should stay completely inactive (if Level 5 gives 17%, what the heck is quality of resources and experimentation gonna do? be a difference of 3% for the final armor rating?)
- Remove the second droid defensive module slot from all droids that have this in their schematic. The armor rating is so low, the droid should either have armor or not have armor. There is no use for having two defensive slots other than stacking, which is not even really useful when you are looking at a difference of 5% Resists
If Level 6 Armor = AR0 40% Resists
- Composite Armor Segments need to be removed from the schematic
- Durability rating and experimentation should be activated as now the difference between defensive modules can be anywhere between 3-7%. That is enough of a difference to warrant mining for exceptional resources and experimenting for the best
- Remove the second droid defensive module slot from all droids that have this in their schematic. The armor rating is still too low, the droid should either have armor or not have armor.
If Level 6 Armor = AR1 20-40% Resists
- This would give us the largest flexibility, differences between one DE to another DE in terms of quality, and make droids attractive for purchasing
- Durability rating and experimentation should be activated as per above. BUT, in this scenario, Durability and experimentation should only affect Resist ratings
- Keep the second droid defensive module slot for droids that have this in their schematic. But, the difference here is that to get that AR1 stat, the droid must have both defensive slots filled. Let me repeat that, 1 armor slot filled = AR0; 2 armor slots filled = AR1. Obviously, some of the combat droids like the Adv DZ-70(considered light combat droid), basic LE droid, Adv R5, basic R2, basic Probot (less HAM and lower armor will differentiate this from its Advanced cousin), basic R3, and Adv LE (having more HAM, less armor, and only a melee attackwill keep it in the CL10 range) will only have an AR0 20-40% Resists rating.
Personally, I like the last system. Besides, CL10...what the heck is that anyways? CL10 is so low that any creature falling in this range should have a high fudge factor. The difference between a tough CL10 and a weak CL10 should be great. There should be very little difference in creatures that are of CL150, however.
I like the idea and the follow-up suggestions.
1) if Droids aren't going to have light armor, the composite armor panel component needs to go. L6 armor should be at least light armor with 20% resists if made using the current schematics.
2) Durability is a great way to vary the end result resists and I'm for it. It'd give us a reason to experiment something other than HAM up to max.
Redondo wrote:
I would really like to see Experimentation and resource quality a factor in resists or armor type and maybe even in attack type. I think with a good set of balances and trade offs this is possible. Many of us would trade high HAM for better armor, and many of us would like some sort of creativity and individuality in the process. One of the nice things about weapons and most armor is that there isnt just one type for every situation. You dont run in using your scout blaster when you should be using your FWG5 against that heat vulnerable creature. I think the Composite Armor Segment is a waste too, if you can put looted enhancements into a comp armor seg, then that should translate into the final droid armor. This would provide variability between masters, between master and novice, and between rich and poor. I mean if you want to pay to have that krayt scale put into the comp seg. then you should reap the benefits. But make experimentation be a trade off and mean something. I can make good droids and good enough depending on their task without even really looking for good resources or parts.