Droid Engineer Archive

Thread: Do you think the Blueprints level of a droid should determine that Level module it can hold?

progman63
Tue Nov 11, 2003 7:36 pm
#14






Drashk wrote:

So far, I count 7 resonses in the correct form. Sorry progman63& Baroun, but I can't count your responcessince they are ambiguous.






Haha. "In the correct form"? I didn't see any guidelines for submittals.


Please reread my post:


1) No, don't limit the levels of modules. It let's us differentiate our products.


2) Yes, limit what modules can go in what droid models. An MSE could hold data or item modules, but not a crafting station.


3) N/A


I thought I was pretty 'biuous"


Maybe not......









"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres


ASHRID
Wed Nov 12, 2003 3:40 am
#15

I would prefer to see innate abilities to certain chassis (but not like the crafting station droids implimented in late beta) like the repair module being build into the LE chassis for example, as well as limitations on what _types_ of module a chassis can hold (as opposed to a flat level based restriction)


For example:


I dont have a problem with an MSE holding a level 1 item module but Ido have a problem with it holding a level 6 item module (just where exactly is all that stuff going?). However theres no reason why it shouldnt be able to hold a level 6 data module (after all thats what MSEs are for!) but no crafting stations or medical modules of any kind in an MSE (there just isnt any room for all that kit)

Awol80
Thu Nov 13, 2003 3:08 am
#16

1) No


2)Yes if they fix the profession, No if the don't


3)NO

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