Droid Engineer Archive

Thread: Delivery Droids Proposal v1

Ogge_the_Lizard
Thu Aug 26, 2004 6:36 am
#14






Javac wrote:





Ogge_the_Lizard wrote:

I'll leave the function discussion to you pro's... I'm just a passionate DE that would like to see it fair.


To be honest on the resource side it would be something more like:


Steel: 20

Iron: 10

Copper(maybe a rare): 15

Inert Gas: 20

Polymer: 25

Electronics GP Units: 2 (non-identical)

Electronics Memory Units: 1 (it has to remember location right?)

Droid Storage Compartment: 1 (doh!)


Maybe even add Control Units or Droid Sensor Packages (could be Micro Sensor Suites instead). Now this would be options for lvl 5-6 modules. Low lvl modules would be much easier to make with probably lower range and less items. Maybe even planetary delivery only for low lvl and interplanetary for higher.


The Survey droids would then be reworked and devided into a droid and a module, this delivery module could then be used in that droid model. It would be like a spendable long range droid, for delivery and surveying (maybe even some more functions for JTL).







Egads! You realize how much more expensive all that crap will make the droids? I'd rather it have no subcomponents, perhaps one MM at most. I took the resource requirements for a Level4 storage module since I can't see a delivery droid holding more than that, and upped it a little bit. Note this isn't a complete droid ... just a module, so you'd have to drop it into a droid (probably MSE).

The reason I thought about it this way is that it would be easier for the devs to code, since you can already drop items into droids with storage. This version would just be a lower cap, and have the 'deliver' functionality.




Yes I do know, but in that case it would have unlimited or a high amount of uses. (if the droid decay is fixed sometime soon).
I'm just trying to be realistic, even though some new modules (read barker, harvester) do not require sub components I feel that with the demand on subcomponents for other droids it would only be fair. And frankly I'm an old timer DE and wouldn't wanna see the droid being a simple use and throw away style droid.


I don't think the required subcomponents are hard to code, the hardest would be the function in it self... since everything that is a certain distance from players (say 1-2km I don't know exactly) don't even exist in the server, they are all loaded as a player approaches. And a droid that dissapears from one place and warps to another (although we already have this ) would probably be harder to code and integrate with the system that some subcomponents in a draft schematic.





--- Enir Lonarus ---

Right now under the name Enirous Lonar on the Chilastra server
Ogge_the_Lizard
Thu Aug 26, 2004 7:02 am
#15






Javac wrote:
Gotcha now, two different ways of approaching it then. Personally I don't see them implementing Droid Decay anytime soon which is another reason why I suggested the one-shot deal. It's taking fucntions that are already present in droids for this new task. The only completely new part would be the pickup on the customer end.





I could however go to a middle field(seeing as droid decay seem to be far into the future)... where the droid+module is a bit more expensive to makethan you would like. And where you would to "recharge" the module, with thrusters or gas or something maybe, and thereby creating a consumable.



--- Enir Lonarus ---

Right now under the name Enirous Lonar on the Chilastra server
Snadroj
Thu Aug 26, 2004 10:13 am
#16

I also see it as a great way for merchants to stock vendors, send stuff to the bazaar, or sell to other players via vendor offers.


The droid could be loaded with the item(s), the waypoints for the vendors, the return point and the prices to post when delivering the item(s). That way there are no online, waiting or payment restrictions.


I would prefer them not to be single use or cheap or they will be everywhere, maybe as a merchant perk like barker droids. If I had to pay 200 for a single shot delivery droid I wouldn't bother, but energy and maintenance pools like harvesters would be okay.


For my uses they could be like a binary loader that is not able to use the transit system - i.e. it is only able to crawl to vendors on the same planet post items and return. Maybe it could go and retrieve items that drop onto the stock room that are visible from any of your vendors.


For interplanetary trade you could travel to the planet yourself and release it from the starport. If you go off line before it returns it stays in the game but auto stores after x minutes at the return point.


................and to be really cool a new specific (large) droid design or two would be great.
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