Droid Engineer Archive
Thread: Ideas for new modules and droid types.
mehopes that you are already on this...
Excellent game so far.
2. Slicer module (as described earlier, helps slicers slice better)
3. Entertainer module (already lots of good ideas about this one, too)
4. Advertising module (some merchant skill required to use this)
Surgical droids do healing over time. Based upon the differnt modules, like wound treatment, healing modules the speed of the healing would increase. The healing wouldnt be anywhere near as fast as healing stims unless low level ones were used.
Maintance droids that would have a data storage unit for waypoints, input hopper for money and power, and (optional)output hopper for retrieving the resources. Droid will split money and energy equally between waypoints, if a waypoint is not a structure when it arrives then it will move to the next one. Droids should have differnt propolision mechanisms that vary between walk speed and to run speed to exploration 3 speed up hills. Maybe need storage modules from architects to hold resources.
Combat droids with differnt weapon skills that can be mounted with weapons built from a weaponsmith.
Short term powerups for droids that act as buffs to increase ham, armor, damage
Just some that I will add, not sure if others have mentioned these before in other threads. =/
When Combat Droids are implemented, I would like to see (if we do not have to get weapons from WeaponSmiths) Weapon Type Modules. Acid, Heat, Energy, etc.
Shield Module: For Combat Droids mainly,requiring a PSG from an ArmourSmith perhaps.
Droid Armour 5 and 6 serving a real purpose over Droid Armour 4.
Factory Assistance Module: Maybe giving the Binary Load Lifter a purpose with this, cutting the production time of factorys by a certain amout. Loading Output Factory Crates from one factory to another Ingredient Hopper of another Factory. Heh, it'd be cool to see an industrialized sector of a player city with BLL's roaming around.
I don't know how this will bode with others about Surgical Droids. Medical Use Module. Being able to use Stim A's and Stim B's for Non-Medics. Maybe just Stim A's as to not make Medics less desireable. Surgical Droid use of the stored stims atcertain intervals, 1 every2 mins for example.Stims must be bought from Medics.
As others have said before, restrict certain modules to certain types of Droids. If you can't give the different droids abilities natively, then this would logically be the next step to diversifying Droids from one another other than looks.
First of all, I would like to see Surgical droids heal by themselves. I will always prefer a human player medic healing me, but it is just inconvenient for them to follow me around, and I don't want to form a hunting party to go check my harvesters. Also, I cannot count how many times I have sat alone in an empty medical center for long periods of time. A well-built surgical droid with a high-level medical module and loaded with woundpacks and stimpacks, made by those in the medical profession, should be able to heal as well as a player can. This will not put anyone out of a job. Medics are selling thier goods for prices they set (rather than healing for tips, which can actually take money from thier pockets - not to mention that they rarely get paid for healing in a group). The only real artificial limitation that should be placed on them is the number of stimpacks and woundpacks that can be loaded in a surgical droid. Surgical droids are then limited by the fact that they are weak, must have batteries to operate, and cannot make imaginative decisions, but can only heal based on programming, and cannot make more meds when they run out. We don't NEED more artificial limitations placed on them. I have asked many medics about the subject, and all of the ones I have talked to were all for the idea of surgical droids being able to heal. A 45 HAM droid isn't putting an experienced medic out of a job, believe me. You would be very lucky if you could use it in combat at all.
I would love to see a self-defense module for non-combat droids. Not a true weapon, but something like a little tazer that sends an electric shock and sends the attacker away, like warning shot. R2-D2 had one of these, and utilized it in the movies more than once. I hate it when I am out with my R3 unit surveying or doing a harvester run and a Foaming Fynock decides to munch on him. I am primarily a melee character, and this is one of the most frustrating things I have ever experienced.
A "cloaking" module would be great. This could be a chargable item, but something that would cloak the droid and its master from mobs until the player initiates combat. This would be great for people going for a harvester run, because they could sneak in, get the resources, and get out without drawing aggro. This wouldn't work in PvP (works like scent mask), but would work great for PvE. And since it breaks the cloak if you attack anything, it would still work well to get the jump on unwary mobs.
One thing I spend a lot of time and energy doing is surveying, especially since it moves so frequently. I would LOVE a seeker droid that sent the coordinates of a good concentration of a pre-programmed material back to me. I would then move to that location to sample or set up a harvester. This seems like it could work very much like the bounty-hunter seekers. There could even be a module that you could place in a probe droid - a resource seeker module. But the charged use of the seeker appeals to me more. Buy a seeker, program it to find fiberplast, send it out, and you get a waypoint to the highest concentration in your area. Booyah!
I would like a targeting module. This would basically act like the aim ability as far as game mechanics. You group with your droid, and as long as it is near you get a combat bonus. If this is too overpowered for a lot of you, my idea also involves having to purchase a weapon built with an optional component - the droid interface. This interface must be present on the weapon (melee or ranged) in order to take advantage of the combat bonus. This would be something like +10 to +20 accuracy. That interface could also have additional HAM costs, but of course it would need to really help accuracy.
I read someone's post about an entertainer "radio" module, and I like the idea. This would give another market to entertainers, as well. Sell a hologram player module in a droid. An entertainer recording disc, made by an entertainer, is sold to the player. The entertainer disc is inserted into the droid, and it plays back the recording, healing mind wounds and battle fatigue. If you want an artificial limitation, make it work only in player houses or camps, and heal only the owner of the droid. In addition to this, there should also be a droid (module) that is sold to entertainers that can "record" entertainment. (This could basically be a special crafting station for entertainer disks)
I want a "call anywhere" module. If the droid has it, you can call it where you want. If the droid doesn't have it, you have to call like the rest of the pets. I can't make camps, so I am SOL if I want my food/chem crafting droid out when I have my weapon/droid crafting droid out in the wild. Which is retarded, especially since I should be able to put both stations in one droid. Oh, and I look up sometimes and I have left my droid behind somewhere because it got stuck in a tree or a zone change whatever, and I want to smash my monitor.
To sum up:
- Surgical droids should heal wounds and health - a "medical storage module" would hold a limited number of stimpacks and woundpacks, that the droid will use to heal with.
- Self-Defense module for droids - doesn't do actual damage, but protects the droid from melee attackers (melee range tazer)
- Cloaking module - shields the user and the droid from aggro mobs until the player initiates combat.
Survey Seeker Droid - charged use droids like BH seekers that locate high concentrations of resources. - Targeting module - along with a weapon/droid interface on the weapon, increases accuracy and/or damage
- Entertainer module - A "slot" in the droid that accepts entertainer recordings. Entertainer recordings could be recorded by another droid with a recorder module.
- Call Anywhere module - a general module that takes up a slot that allows droids to be called in the wild.
Survey Droid Mods:
- Could augment survey ranges with right survey device installed and appropriate mods.
- Could act like a seeker and seek out a preset concentration of a particular resource type depended on installed survey device. (single use before droiddestruction)
- Could collect samples of all selected resources and deliver them to you. (single use before droid destruction)
Harvest Droid Mods:
- Organic Varient:
- Inside a companion droid that harvests/lootsresources from kills. Efficiencybased on either mod rating or owner harvesting skill.
- Geological Varient:
- Samples like a mini-harvester, is more efficient than a harvester but is power intensive, those batteries require cost good resources. Would recommend having them in BLL's as a minimum chassis requirement.
Medical Droid Mods:
- Wound heal modules that can heal over time wounds.
- Surgical droids that use stim/wound packs as charges to heal you recharge would just be adding new packs toa storage mod.
Repair Droid Mods:
- That actually repair, not a mod but an old bug thats really annoyed me for a while now.
Protocol Droid Mods:
- Programable chips that allow ad barking.
- Programalbe chips that allow limited interactive conversation. (to promote player operated mini-quests)
MiscMods:
- Slicing assist mods (level 1-6): act like Medi Mods, they don't grant the skill, but assist
- Camping assist mods (level 1-6): Don't let you build camps, but allow you to deploy the high level camps. This would permit Scouts and Ranger to sell camps, maybe let them get a UXP for their use by others.
Some basic suggestions outside of Mods:
- I've been told that in early to mid beta, droids were task specific for crafting modules. Re-implementing this might cause some people to scream but it would in the long run increase diversity of droid sales and use. As it stand we don't really have an demand for most droids as we can toss what we need in pretty much any droid chassis and be done with it. Maybe with the high level Rx's like the R2 Adv.or R3 Adv. could hold any crafting mod, the rest should be limited to what they can use.
- R5: General Crafting Mod
- R5 Adv: Structure Crafting Mod
- R4: Chemical Crafting
- R4 Adv: Clothing/Armour Crafting Mod
- R3: General Crafting or Structure Crafting Mod
- R3 Adv:Any module
- R2: Chemical/Food Crafting or Armour/Clothing Crafting Mod
- R2 Adv: Any Module
- Pre-nerf probots are comparable to current animal petsthat anyone can use. Return them to their former stats. Most people I talk to would rather a droid with them than a pet but the animal pets are far more protective and usable than the current bots.
Suggested New Droids:
- 2A-S2: this was a model of sound reproduction droid used by bands across the galaxy.
- B1 Series Battle Droid
- Droideka Destroyer Droid
- HSD Housekeeping Specialty Droids: to lower the maintenance costs of homes and PA Halls.
- Explorer Droid: built by LesTech during the Old Republic. Contained a wide array of sensors, and could collect samples.
- Scout Collector Unit: this droid, essentially a floating dumpster, was used in conjunction with several scout survey units to collect specimens and samples from a planet or moon under exploration.
- Scout Survey Unit: Small groups of these droids worked in coordination with a scout collector unit, collecting specimens and samples for later analysis.
Other ideas:
1.Give droids with repair modules the ability to repair items.
2.Combat modules (ranged and melee) that increase a combat droid's dmg depending on the module lvl.
3.Allow the installation of different weapons on combat droids (particularly battle droids) so they can have different damage types. (i.e., installing a DX2 pistol for acid dmg) Droids would also have weapon certification determined by Combat module lvl.
4.Add HK-47 model from SKOTOR (please, please, pretty please). Add personality chip: Homicidal to go with him. (Just wishing for this one)
Two off the top of my head.
1: Weapons Module for combat type droids we have now and the future.
2: Slicer Module.
Droid Engineer Re-Worked (from my original post)
Please note, all items in blue are new modules that I have created for the purpose of this newly designed skill tree.
Novice Droid Engineer
¬ MSE Mouse Droid
The MSE Mouse Droid is the only droid in the DE profession (other than the advanced MSE) that can hold a survey 1module (survey 1 module is also a Novice DE buildable item). The survey module can be used by someone with Survey IV skills to survey at twice their maximum range. The MSE Mouse Droid also a small storage compartment that an owner can use as extra inventory space.
¬ Probot
The probot is a cheaper version of the seaker droid, though it only allows one use. It can only be used by those with Bounty Hunter Skills
Novice Droid Engineer also allows the DE to build survey 1 modules.
Blueprints I
¬ Advanced MSE Mouse Droid
The Advanced MSE Mouse Droidcan hold a Survey 1 or Survey 2 module. The Survey 2 module increases the maximum survey range by 3 times and also allows larger samples to be gained. This model also has a slightly larger item storage compartment.
¬ Power Droid
The Power Droid has one "power unit" harness slot. This harness slot can be fitted with a "Power module" that can be used to charge other poeple's called droids. This ISN'T meant as a tool for the DE to power their own droids, but as a tool the DE can use to make further money in this profession (i.e. selling 1 minute charges for 1k.. a 1 minute charge would last twice as long as a droid battery.. or somethin like that).
¬ R5 Droid
The R5 droid has one available "any purpose" harness slot. This harness slot can be filled with one of any of the following:
- Data storage module
- Item storage module
The R5 droid also has one available "repair" harness slot. This harness slot can be filled with one of the following modules:
- Armour repair module (works the same as an armour repair tool)
- Weapon repair module (see above)
¬ DZ70 Attack Droid
The DZ70 Attack Droid has one available "armour" harness slot. This harness slot can be fitted with an "armour" module.
The DZ70 Attack Droid also has one available "weapons" harness slot. This harness slot can be fitted with one of the following modules:
-Bladeattachment
- Pistol attachment
- Carbine attachment
- Rifle attachment
Blueprints I also allows the DE to build Survey II modules
Blueprints II
¬ Advanced R5 Droid
The Advanced R5 droid has two "any purpose" harness slots. This harness slot can be filled with one of any of the following:
- Data storage module
- Item storage module
The R5 droid also has one available " advanced repair" harness slot.This harness slot can be filled with one of the following modules:
- Armour repair module (works the same as an armour repair tool)
- Weapon repair module (see above)
-Droid repair module (see above)
¬ R4 Droid
TheR4 droid hasone "any purpose" harness slot. This harness slot can be filled with one of any of the following:
- Data storage module
- Item storage module
The R4 droid also has one available "advanced repair" harness slot.This harness slot can be filled with one of the following modules:
- Armour repair module (works the same as an armour repair tool)
- Weapon repair module (see above)
The R4 droid also has one available "crafting" harness slot. This harness slot can be filled with one of the following modules:
- General, weapons, droid crafting module
- Armour crafting module
- Building crafting module
- Clothing crafting module
- Chemical crafting module
Blueprints III
¬ AdvancedR4 Droid
TheAdvanced R4 droid hastwo "any purpose" harness slots. This harness slot can be filled with one of any of the following:
- Data storage module
- Item storage module
The R4 Advanced droid also hasone available "advanced repair" harness slot.This harness slot can be filled with one of the following modules:
- Armour repair module (works the same as an armour repair tool)
- Weapon repair module (see above)
-Droid repair module (see above)
The Advanced R4 droid also has one available "crafting" harness slot. This harness slot can be filled with one of the following modules:
- General, weapons, droid crafting module
- Armour crafting module
- Building crafting module
- Clothing crafting module
- Chemical crafting module
¬ R3 Droid
TheR3 droid hastwo "any purpose" harness slots. This harness slot can be filled with one of any of the following:
- Data storage module
- Item storage module
The R3 droid also hastwo available "advanced repair" harness slots.This harness slot can be filled with one of the following modules:
- Armour repair module (works the same as an armour repair tool)
- Weapon repair module (see above)
-Droid repair module (see above)
The R3 droid also has one available "crafting" harness slot. This harness slot can be filled with one of the following modules:
- General, weapons, droid crafting module
- Armour crafting module
- Building crafting module
- Clothing crafting module
- Chemical crafting module
¬ Surgical Droid
The Surgical Droid has one available "medical purpose" harness slot. This harness slot can be filled with one of the following modules:
- Medical Module
- Medical crafting module (basicaly the same as chemical crafting module)
Blueprints IV
¬ Advanced R3 Droid
TheAdvanced R3 droid hastwo "any purpose" harness slots. This harness slot can be filled with one of any of the following:
- Data storage module
- Item storage module
The AdvancedR3 droid also hastwo available "advanced repair" harness slots.This harness slot can be filled with one of the following modules:
- Armour repair module (works the same as an armour repair tool)
- Weapon repair module (see above)
-Droid repair module (see above)
The Advanced R3 droid also hastwo available "crafting" harness slots. This harness slot can be filled with one of the following modules:
- General, weapons, droid crafting module
- Armour crafting module
- Building crafting module
- Clothing crafting module
- Chemical crafting module
¬ R2 Droid
TheR2 droid hastwo "any purpose" harness slots. This harness slot can be filled with one of any of the following:
- Data storage module
- Item storage module
The R2 droid also hasthree available "advanced repair" harness slots.This harness slot can be filled with one of the following modules:
- Armour repair module (works the same as an armour repair tool)
- Weapon repair module (see above)
-Droid repair module (see above)
The R2 droid also hasone available "crafting" harness slot. This harness slot can be filled with one of the following modules:
- General, weapons, droid crafting module
- Armour crafting module
- Building crafting module
- Clothing crafting module
- Chemical crafting module
¬ Advanced Surgical Droid
The Advanced Surgical Droid hastwo available "medical purpose" harness slots. This harness slot can be filled with one of the following modules:
- Medical Module
- Medical crafting module (basicaly the same as chemical crafting module)
The Advanced Surgical Droid also has one "armour"harness slotthat can be fitted with an "armour" module.
¬ Probe Droid
TheProbe Droid hasone available "armour" harness slot. This harness slot can be fitted with an "armour" module.
TheProbe Droid also hastwo available "weapons" harness slots. This harness slot can be fitted with one of the following modules:
-Bladeattachment
- Pistol attachment
- Carbine attachment
- Rifle attachment
¬ Binary Load Lifter
The Binary Load Lifter has one available "armour" harness slot. This harness slot can be fitted with an "armour" module.
The Binary Load Lifter has one available "Advanced storage" harness slot. This harness slot can be fitted with one of the following modules:
- Large Cargo Storade Module (used to carry a large cargo canister created from factories that cant be carried by players)
- Creature Cage Module (used to carry CH pet control devices)
Master Droid Engineer
¬ Advanced R2 Droid
TheAdvanced R2 droid hastwo "any purpose" harness slots. This harness slot can be filled with one of any of the following:
- Data storage module
- Item storage module
The Advanced R2 droid also hasthree available "advanced repair" harness slots.This harness slot can be filled with one of the following modules:
- Armour repair module (works the same as an armour repair tool)
- Weapon repair module (see above)
-Droid repair module (see above)
The AdvancedR2 droid also hasone available "crafting" harness slot. This harness slot can be filled with one of the following modules:
- General, weapons, droid crafting module
- Armour crafting module
- Building crafting module
- Clothing crafting module
- Chemical crafting module
The Advanced R2 droid also has one "armour" harness slot. This harness slot can be filled with an "armour module".
¬ Advanced Probe Droid
TheAdvanced Probe Droid hastwo available "armour" harness slots. This harness slot can be fitted with an "armour" module.
TheAdvanced Probe Droid also hasthree available "weapons" harness slots. This harness slot can be fitted with one of the following modules:
-Bladeattachment
- Pistol attachment
- Carbine attachment
- Rifle attachment
¬ Advanced Binary Load Lifter
The Advanced Binary Load Lifter hastwo available "armour" harness slots. This harness slot can be fitted with an "armour" module.
The Binary Load Lifter hastwo available "Advanced storage" harness slots. This harness slot can be fitted with one of the following modules:
- Large Cargo Storade Module (used to carry a large cargo canister created from factories that cant be carried by players)
- Creature Cage Module (used to carry CH pet control devices)
¬ Seaker Droid
The seaker droid is an advanced version of the probot and can only be used by Bounty Hunters. It has 5 charges.
¬ Protocol Droid
The Protocol Droid has one "speaker" harness slot. This harness slot can be fitted with a "loud speaker" module. The "loud Speaker" module can be used to broadcast spatial messages over a greater distance.
The Protocol Droid also has one "diplomatic purpose" chip slot. This chip slot can be fitted with one of the following chips:
- 6,000,000+ languages chip (allows user to speak species-only languages such as Lek'u and Shyriiwook)
- Inter-species relations chip (increases mayrol abilities [obviously for introduction of player cities] )
Master DE also allows the DE to build the "loud speaker" module.
Master DE also allows the DE to build "diplomatic purposes" modules. These include:
- 6,000,000+ languages chip (allows user to speak species-only languages such as Lek'u and Shyriiwook)
- Inter-species relations chip (increases mayrol abilities [obviously for introduction of player cities] )
Droid Production I-IV
The Droid Production skills (I - IV) would give the DE the ability build level 2 through to level 5 "any purpose" modules respectively. These modulesinclude:
- Data storage module
- Item storage module
The Droid Production skills (I - IV) also gives the DE teh ability build level 2 through to level 5 "medical purpose" modules. These modules include:
- Medical Module
- Medical crafting module (basicaly the same as chemical crafting module)
Droid Production IV also allows the DE to buile "advanced storage" modules. These include:
- Large Cargo Storade Module (used to carry a large cargo canister created from factories that cant be carried by players)
- Creature Cage Module (used to carry CH pet control devices)
Each skill box inDroid Production gives modifiers for droid customisation (and all other droid modifiers).
Advanced Droid Abilities
The Advanced Droid Abilities (I - IV) would give the DE the ability to build crafting stations mixed through the four skill boxes.
The Advanced Droid Abilities I boxwould also give the DE the ability to build Power Units for the Power Droid.
Droid Combat Components
The Droid Combat Componets (I - IV) would give the DE the ability to build level 1 to level 4 armour modules.
The Droid Combat Components (I-IV) would also give the DE the ability to build level 1 to level 4 "weapons" modules. These include:
-Bladeattachment
- Pistol attachment
- Carbine attachment
- Rifle attachment
You may notice I've left out a TON of components ... thats simply because I feel they are currently fine how they are right now in-game and shoul be left alone. These include motive systems, sensor packaes, personality chips, droid brains etc etc. I've also left out the LE Repair Droid simply I can't see any need for it. If anyone can think up a use for it that I havent already covered with any other droid, then please post it here in the same style I have used above.
You'll notice that I re-worded a couple of the skills to be more relevant. I've also replaced the droid customisation tree since it seems pretty pointles (and placed customation mods in production). This skill is now for weapon and defense modules.
I've also given each droid its own specific use, so that droids like the Rx range don't all do the same thing! Only medical droids can use the "medical" module for instance.
The Binary Load Lifter finaly has a purpose... the "cargo canister" module it can carry can used to hold large factory crates that certain large factory-made items produce. This large crate can ONLY be carried by the load lifter, so if an artisan wants to craft these big items they will need this droid. It also has quite an ironic module.. the creature cage. I added this to give CH players a reason to buy a droid... they can carry more pets!
Combat droids now make more sense... you can choose what types of weapons it uses. Obviously the choices of weapons fit the 4 PVP ranges; melee, pistoleer, carbineer and rifleman. Respectively, chosing one of these weapon modules results in the distances your droid can fire from. A droid that contains more than one of these modules (i.e. a melee module and a rifle module) will be able to flick between the two combot modes in much the same way NPCs currently do in-game. This gives droids, no matter how strong, a unique combat use. Most pets cant attack from different ranges.. they are either long-range like the AT-ST (which isn't that good close up!) or short range like a rancor.
The protocol droid finaly has a use that matches what you see in the films.. it can be used as a "speaker".. working the same way that speakers (should) work in-game.. allowing its user to broadcast spatial messages at a greater distance (great for people trying to sell something) though sadly this WILL create more chat-spam .. sorry guys! It also has a language option now, which fits the idea of 3PO ... currently in-game only Wookie are able to SPEAK wookie.. only Twileks are able to speak Lek'u ...well the protocol droid allows its user to speak ALL languages in SWG, including those that cant be learnt, without having to learn them. It also has a "diplomacy" option for a mayor .. because I don't know what mayors can actually do yet, I couldn't give this module a duty .. but I'm sure it could have one!
The astormechs now fit their role better ... they are primarily the only droids that can carry the repair and crafting modules ... making them the "repair" droids (which fits what you see of R2-D2) .. and now go in a better order (R2 last, not R3).
Because of the introduction of the "weapons" skill boxes, any combat droids can be added to this skill now without any problems (hence why I havent included any new models). Certain types of combat droids could even use a new "shield" module instead of, or as well as, the armour module .. such as the Droideka.
I'm sure I've probably missed a few things or placed some things in the wrong place so please correct anything you feel is wrong.
If only I had been the Droid Developer for SWG.... lol