Droid Engineer Archive
Thread: Droid Schematic List: Recommended revision posted to the Corr. boards (04/26/04)
Daker-Naritus wrote:
My personal thoughts on the L1-6 modules is that all of them need to be scrapped and replaced with one module that is experimentable.
Currently experimentation means almost nothing, and we have 5 levels of modules that no one ever uses unless they are new and don't have the materials for the better ones yet.
I think the system would be 600% times better with experimentation (resource quality and experimentation modifiers determining quality of module) instead of 6 different module level schematics for each type of module...
Omg - I was thinking the exact same thing. For as long as I knew anything about being a DE, I always wonderd why the heck they had 6 levels of modules. I use only5 - count 'em - 8, modules out of the 32 wec an make... Level 6 Data, Storage, and Medical modules...Level 4 and 6 Armor modules. Thats it. I too believe they should scrap the 6 levels and make a SINGLE module of each type we can experment on.
Then there is the way to make the "specific" resources used as well as "generic", 'ala the Medic components. Make a "standard" module with the generic resources, and"Advanced" components with more rigorous ingredient requirments.
Ok, here are my proposed alterations to the original idea and the reasons behind them. Note that some of them involve reducing items.
Droid Deed:
Note:I honestly think we could do with some pruning in this area. One droid of each type is really all we need. Basic and Advanced models doesn't really add anything useful in my mind and just gets in the way. Removing half the models would also make it easier to add new models at a later date without compounding the issue.
- Binary Load Lifter Droid
- DZ70 Droid
- LE Repair Droid
- MSE Droid
- Power Droid
- Probot
- Protocol Droid
- R2 Droid
- R3 Droid
- R4 Droid
- R5 Droid
- Surgical Droid
- Treadwell
DroidKits:
Note: Moved the customization kit here. These are all 'kits' used to alter or fix a droid. Makes sense to me toput them together.
- Droid Reconstruction Kit - A
- Droid Reconstruction Kit - B
- Droid Reconstruction Kit - C
- Droid Reconstruction Kit - D
- Droid Repair Kit - A
- Droid Repair Kit - B
- Droid Repair Kit - C
- Droid Repair Kit - D
- Droid Customization Kit
Droid Combat Modules:
Note: I'm tempted to put the defense modules in here as well since they're related. The section seems a little empty.
- Droid Combat Module
Droid Utility Module:
Note: I've moved the crafting stations into this area as the section is already huge and removing 4 modules isn't going to really make that much of a big deal. Besides, the crafting stations ARE utility modules afterall. Instead, I'd rather lose all the 'level' modules. Same reason as I'd compress the droid frames. They're really not adding anything. There's plenty of modules to go around at all the levels. Make experimentation play a larger part in the modules.
- Auto-Repair module
- Creature Harvest module
- Droid Data module
- Droid Detonation module
- Droid Item Storage module
- Droid Medical module
- Droid Repair module
- Entertainer Effects module (Avian)
- Entertainer Effects module (Confetti)
- Entertainer Effects module (Dancing Jawa)
- Entertainer Effects module (Electric Fog)
- Entertainer Effects module (Foam)
- Entertainer Effects module (Mind Bloom)
- Merchant Barker module
- Musician Playback module
- Scout Trap Projectile module
- Stimpack Dispensor module
- Structure Maintenance module
- Clothing/Armor Droid Crafting Station module
- Food/Chem Droid Crafting Station module
- Structure Droid Crafting Station module
- Weapon/Droid/General Droid Crafting Station module
Specialtydroids:
Note: I've put all the one-shot droids together here since I see similarities here. Again, I'm not fond of singleton groups.
- Arakyd Probe Droid
- Seeker Droid
- Interplanetary Survey Droids
Double-post removed.
Message Edited by Gorantoth on 04-26-2004 10:58 PM
Daker-Naritus wrote:
My personal thoughts on the L1-6 modules is that all of them need to be scrapped and replaced with one module that is experimentable.
Currently experimentation means almost nothing, and we have 5 levels of modules that no one ever uses unless they are new and don't have the materials for the better ones yet.
I think the system would be 600% times better with experimentation (resource quality and experimentation modifiers determining quality of module) instead of 6 different module level schematics for each type of module...
You know, I never quite thought of it that way, but considering we're always making the "best" armor we have the components for anyway, why not rely on the system that is already in place to provide some distinction between the armor? The only complaint I can see is that some people like to just make the lvl 4 modules and stack them for lvl 6 protection without having to bother with the composite armor segments. That being the case, perhaps a Standar Droid Armor Plate and an Advanced Droid Armor Plate, the difference being the Advanced starts with a higher minimum base than the standard due to the composite plating used in its construction.
I really think this is right here - having 6 different plates is kinda silly.
Oh, and more on topic...I love the list TK, nice job once again. Please take notice devs!
Message Edited by jefmes on 04-26-2004 12:01 PM
Personally, as far as armor modules are concerned, I think there should be 2 of them. One "basic" model that replaces the L1-4 modules and another "advanced" model that replaces the L5-6 modules.
Then, as suggested, base the resists on the experimentation level of the module with a bit of potential overlap between the basic and advanced models.
This would give "newbies" an armor module to make that is decent (say max 15% resists) while preserving a better module for the people who have the advanced components needed to make the current L5 and L6 modules. Give the advanced module a range from 12% to 20% and we'd be golden.
Goodedit Gorantoth, I have2 questions:
Is there a reason you aren't in favor of moving Detonation and Scout Trap into the Combat Module section (as was mentioned earlier)?
Which Models would Still have Chassis? Even though we can't customize chassis, I like having them around to speed up my custom orders, and cut down on my load of crated parts.
Gorantoth wrote:
Droid Deed:
Note:I honestly think we could do with some pruning in this area. One droid of each type is really all we need. Basic and Advanced models doesn't really add anything useful in my mind and just gets in the way. Removing half the models would also make it easier to add new models at a later date without compounding the issue.
- Binary Load Lifter Droid
- DZ70 Droid
- LE Repair Droid
- MSE Droid
- Power Droid
- Probot
- Protocol Droid
- R2 Droid
- R3 Droid
- R4 Droid
- R5 Droid
- Surgical Droid
- Treadwell
psikobunny wrote:
Sorry Daker-Naritus, but that is a truly painful idea. To not know whead of time how many modules I would be able to fit in a custom ordered droid, or to have to decide ahead of time how what I was going to pu into the sockets, would just plain ruin my custom order business.
Message Edited by Daker-Naritus on 04-27-2004 08:39 PM
psikobunny wrote:
Goodedit Gorantoth, I have2 questions:
Is there a reason you aren't in favor of moving Detonation and Scout Trap into the Combat Module section (as was mentioned earlier)?
Which Models would Still have Chassis? Even though we can't customize chassis, I like having them around to speed up my custom orders, and cut down on my load of crated parts.
Oh... forgot about those. Yeah, I'd move Detonation and Scout Trap into the Combat Module section. As for your second question, I'd love to have all droids have a chassis so that you can build large amounts of them and then just customize them in the final step with the module layout. The insane crafting is killing me and everything that helps out with it is great in my books.