Droid Engineer Archive
Thread: Droid Modules: Doughbacca's big, bad, every-idea compiled (so far) post....
- status window (that checks current maintenance and power levels): remote access allowed
- pay maintenance window: remote access allowed (but with the same 5% surcharche that goes with bank tips charged for every payment)
- deposit power window: no remote access
- operate machinery window: remote access allowed (but with the access hopper button missing or disabled. basically, I want to be able to check on whether the machine is running and possibly switch which resource it is sampling, but expect that i have to visit the harvester if I actually want to get stuff out of the hopper)
- destroy structure: no remote access
- i'm sure i skipped something, so let me just add an etc.

If this is deemed innappropriate because it removes some of what the developers consider important "newbie busy work", then make it so that the module is only usable by someone who has already finished the surveying branch of the artisan tree.
TK 421,
I would like to go on record as saying "I know some (maybe alot) of these modules are not possible, BUT WOW great job, awsome list!"
I would also like to add one idea (may have been on the list and I missed it)
on the terminal hacker idea.
A module that allows Smugglers to hack mission terminals for higher payouts (they can do this already by using Clamps and knives)...
OR that hacks the Travel ticket terminal for lower cost shuttle tickets.
Thanx!
DigitalOne wrote:
Dont forget Nanobots
Symilar to BE addativechemicals, they are containers of little robots that can be used to make medicine better, or stabalize buffs. Even reduce the decay rate of armor or weapons.
KzinKiller wrote:
I assume that the absolute #1 most-requested artisan/crafter droid module, Harvester Maintenance, has been omitted because TH previously said it was technically infeasible.
I would recommend adding it back in. TH has not proven to be a reliable source of information on what is possible, impossible, or probable. The devs should not stop seeing this request based on TH's limited ability to predict what will happen.
More than any other single feature, artisans have repeatedly requested a droid capability to check harvester maintenance & power and retrieve hopper contents. If this is technically impossible (not difficult), then we need to hear this from somebody who writes code or manages the people who writes code .... because the nearly useless fluff we are offered as "functionality" on droids today is not a substitute for something actually useful and interesting.
I second this motion. No offense to TH, but he has been known to mis-speak on more than one occassion. Who knows, maybe ONE programmer thinks it's impossible but some other young hotshot will look at this and say, "Oh yeah, that's easy".
Deidre
I was trying to not post duplicate versions/variants on the same idea.
Kollos wrote:
They're included in the link to the Concept Series. TK only pulled 4 of the Concept Series ideas out into this thread, but he did include the link so they're more-or-less included.
The Valet droid and the Delivery droid were fundamentally the same concept, so only one was needed to get across the basic idea.
/bow
Respectfully,
nice list
your missing another good one a factory module:
lets acrafter load a schem into a droid like a fac and they get a hit to experimentation but otherwsie craft as normal (but using the specific resources in the schem). for those ppl needing to make a few items in a hurry with no fac.
Dont forget Nanobots
Symilar to BE addativechemicals, they are containers of little robots that can be used to make medicine better, or stabalize buffs. Even reduce the decay rate of armor or weapons.
A diagnostic module to put in droids (foreseeing for space expansion, where they can "talk" to the Falcon's hyperdrive to find out what's wrong), but they can also currently do this perhaps:
When a harvester has decayed due to not enough maintenance, and needs a bunch of creds to repair, I think one idea is for people to whip out their droid with this diagnostic module installed, have it commune with the harvester, and depending on the level of the diagnostic module and/or how high it was experimented, the results would vary in the following way: For each level of the diagnostic module (I'd say levels 1-3 work on harvesters vehicles (feel free to leave vehicles off this list), and houses, no benefit to using lvls 4-6 over a lvl 3 for these, and levels 3-6 usuable on spaceships (1-6 usuable on anything but level 1-2 would not be sophisticated enough for a starship, and planetside machinery not complex enough to get xtra benefit from using over lvl 3, if that makes any sense). So, for each level of the diagnostic module, say 10-12% of the credits to repair the harvester or whatnot is taken off what it would have cost without the droid diagnosing it. The reasoning being, the droid can talk to the machinery, and help nail down which part or parts is malfunctioning, thus making the cost of the repair more targeted, and less credits. For spaceships, which I'm hoping will have systems that can have replaceable parts (see Han and Chewie always working on the Falcon) or modules, perhaps the percentage could be halved, as 60% might be high. Have the percentage the cost to repair is reduced by, be affected by the complexity of the system or machinery being diagnosed. As well as the level and how highly xperimented the diagnostic module is, affect how well the diagnostic module works, and also have the complexity of the machinery being diagnosed affect how well it works as well.
Sounds complex, but I think it makes sense in a wierd sort of way. I can probably say it more concisely later on, just throwing it out there, off-the-cuff style.
Iree