Droid Engineer Archive

Thread: Droid Schematic List: Recommended revision posted to the Corr. boards (04/26/04)

LonelyGhost
Mon Apr 26, 2004 5:04 pm
#14






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.




Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
Gorantoth
Mon Apr 26, 2004 10:56 pm
#15


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



---
Keeper of the Centralized Droid Issues threads (retired)
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Gorantoth
Mon Apr 26, 2004 10:57 pm
#16



Double-post removed.

Message Edited by Gorantoth on 04-26-2004 10:58 PM



---
Keeper of the Centralized Droid Issues threads (retired)
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
CapnSteve
Mon Apr 26, 2004 11:17 pm
#17

I can't decide which list I like better. I agree that the list needs to be reworked, but I don't like having only 1-2 items in a category (except for maybe the clusters).



--------------------------------------------------------------------------------

(Kauri) Indur Dawndeath - Master Droid Engineer / Smuggler (0,4,1,0)
(Chilastra) Indur Dawndeath - Creature Handler (3,3,1,1) / Smuggler (0,0,3,0)

"Next thing you know it's going to require a Droid Brain in order to make an Electronics GP Module. Sheesh." --Kollos
jefmes
Tue Apr 27, 2004 12:00 am
#18






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




Rodo Doneeta (jefmes)
TCO - Smuggler - Chilastra
Owner of: Rodo's Automatons, Tsarin, Talus
Saving a respec to go home to Droid Engineering...

...when it's more useful!
Kollos
Tue Apr 27, 2004 12:44 am
#19

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.




Kollos Orcslayer : Master Droid Engineer : Master Artisan

Droids by Kollos -840, 3980 Seacht, Naboo (NW of Keren)
Bounty Hunter Droids by Kollos 4924, 6107 550m SW of Kaadara
Vehicles and Master Artisan Components also available
paying 250k/point for Droid Assembly Skill Tapes, minimum of +4

psikobunny
Tue Apr 27, 2004 5:14 am
#20

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.





Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Daker-Naritus
Tue Apr 27, 2004 10:43 am
#21






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






I agree with this as well... Even if you keep the current system, we don't need the advanced models. Instead, a regular model could take on the attributes of an advanced model if youplaced an advanced droid frame in it. The advanced droid frame could also be experimentable, to allow it to effect the % boost that a droid's attributes would get from being an "advanced" model.



Hell, if you wanted to get REALLY extreme, we could ask that the number of general sockets (and maybe other sockets)on all droid models be cut in half, and for advanced droid frames to be given between 1 and 3 general sockets (the number depending on the DE's experimentation success). The DE would insert between 1 and 3 modules into the advanced droid frame before they placed it into the droid, and any desired remaining modules into the droid's own general slots.


Basically, all droids would have a standard (low) number of sockets, which could be expanded by experimenting on an advanced droid frame. Unlike the current system, experimentation would determine the total number of modules a droid could have.


Ir would be kinda like clothing, where pieces of clothing have between 0 and 4 sockets depending on the quality of materials used and the skill level of the tailor. The difference in Droid socket numbers would represent the skill level of the DE: Better DEs with better materials would be able to engineer the droid to fit more parts in smaller spaces, and so better DEs really do make better droids...
psikobunny
Tue Apr 27, 2004 3:41 pm
#22

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.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Daker-Naritus
Tue Apr 27, 2004 6:38 pm
#23






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.






True, assuming (1) you don't do factory runs of advanced droid frames, and (2) you are using crappy resources. In the current experimentation system in game, most masters with decent resources would have few problems hitting the cap...I see DE being the same. If you have ever made an ADF with the resources you are using, you know exactly how many sockets your frame is likely to have. Additionally, if you have a experimentation failure, you aren't screwed, you just make another.


The point is that under the current system, non-master DEs can't make all the best droids. My idea wouldn't necessarily change that, but would allow medium DEs with great resources (or luck) to make good droids (better than average) and Master DEs with decent resources to make good droids (and great droids with good resources).


The point is differentiation...better DEs should be able to make better droids. If you are a master, you would have nothing to worry about (hitting the cap should be easy), if not...you should worry because you are not master yet (and could use the practice ).

Message Edited by Daker-Naritus on 04-27-2004 08:39 PM

Gorantoth
Tue Apr 27, 2004 11:50 pm
#24






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.



---
Keeper of the Centralized Droid Issues threads (retired)
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
WookieBounty
Wed Apr 28, 2004 12:23 pm
#25

AMEN


Where do i sign up???




§
Soar...Master Smuggler
Soar....lvl 60 Human Mage
h TarquinasLegion.comh
EwokkilVader
Tue May 04, 2004 11:35 am
#26

you should add all the things we need to craft items but have to reley on other professions for like the power core unit or composite armor segments or the dual wave synthesizer



Owimajao Acka

Master Droid Engineer(retired)
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Tierra Sombra, Naboo 5468, 1019
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