Droid Engineer Archive

Thread: Why do we need 5 levels of armor modules?

Straker_Atrella
Tue Feb 08, 2005 2:14 pm
#14

Talmore,

Good post. I do think that there should be a clear advantage to having 12 points over 10, so we differ on that though.


Rihtan,

Your ideas are good, I actually like them. The problem is that you are totally trying to revamp the way that Droid Armor works, as well as how it is crafted. This is a difficult time for that, especially with the CU coming.


I'm not adverse to Armor changes such as you sugest, actually I would love them.


I was posting more from a "why" we have 6 levels now. As in what the thinking was behind them. I wasn't really saying it was the best way, or couldn't be better. Was just offering an explanation.




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kurtholomew
Tue Feb 08, 2005 3:30 pm
#15

duh? so droids have more armur?
Rihtan
Tue Feb 08, 2005 4:23 pm
#16



Straker_Atrella wrote:
Rihtan,
Your ideas are good, I actually like them. The problem is that you are totally trying to revamp the way that Droid Armor works, as well as how it is crafted. This is a difficult time for that, especially with the CU coming.
I'm not adverse to Armor changes such as you sugest, actually I would love them.
I was posting more from a "why" we have 6 levels now. As in what the thinking was behind them. I wasn't really saying it was the best way, or couldn't be better. Was just offering an explanation.





No problems there Straker. I just chucked the idea out do get some discussion going. Its felt a bit quiet lately. Given you replied I succeded!!

Also your posts got me to think the idea out more than I first indended. Enough that I may be stuck fleshing it out a bit more if time permits.
Talmor1
Tue Feb 08, 2005 4:59 pm
#17

I think it is a good idea to raise up ideas even if they are wild and out there. Some of the best ideas will come from a wild, left field thought. It has felt a little stagnant. When I was around a year or so ago, these forums were clicking left and right.


I blame the Droid FAQ 101 for the stagnant nature or our FORUMS!!! Curse you Drashk! Curse you for making such a complete and utter prefect FAQ where almost every single question was answered. Now-a-days, if I have a question, I check that thread and realize that most of the times, it has already been discussed and I have nothing new to add!



La'varian Blisar
Sunrunner Galaxy
Master Droid Engineer Extraordinaire
Vendor: Lei'a Bounty Hunter Droids (1 km NNE of Coronet)
Look for me on the Planetary Map on Corellia
Talmor1
Wed Feb 09, 2005 1:55 am
#18

What you guys are asking for is exactly what is wrong with all the other Crafting Classes. People demand pefection in the game. The BEST that one can get. However, they want it at the lowest possible cost. Which is completely understandable from a non-crafting class mentality.


Okay, right now there are severalitems that benifit from experimentation.


To name a few:


Combat Module

Detonation Module

Harvesting Modules

Survey Droids

Repair Kits

Reconstruction Kits

FINAL HAM VALUES on ALL Droids

Maintenance Modules


There are a few others, but this is a significant amount. If we get into the trap of requiring several different lines of experimentation, then there are numerous fall-out effects.


One, other than a couple droids/modules you do NOT need to be a 12-point crafter. You can be a 10-point crafter and be perfectly content. Requiring multiple experimentation lines means that a 12-point crafter is almost mandatory (especially because of people's strive for perfection). Our crafting class has difficulty enough as it is making money... Now you want to force New Master Droid Engineers to save up for those experimentation tapes? It could take forever to do this.


Leave it as it is. There is nothing wrong with how it is working!!! It is difficult enough as is to explain everything to a non-Droid Engineer. We have hundreds of combinations. I can probably list of around 30-40 different VIABLE combinations our class has to offer customers.


Why add more stat lines to damage? They don't need to use specials. Adding a stat line for "to hit?" Attack Speed? Already these droids are difficult as is to be used as a viable addition in combat. The combat droids are more of a novelty to most players. Again, lets not get into the trap of requiring everyone to squeeze out every drop of experimentation just to get a 1% addition to something.


Droid Engineering is a great class to grind through. Within the first couple boxes, players can make Advanced MSE Droids with 10 item storage.


They can sell this in bulk on the Bazaar for 6k! Yeah, yeah I know that Master Droid Engineers hate this, but these sales should be reserved for them! They can also make a simple Astromech Droid with Data Storage. Or they can make a simple medical droid of 110 at low levels. What other profession in the game can boast this friendly nature to lower Level Crafters?


You cannot sell anything as a non-Master WS/AS. Even then, you almost need to have experimentation tapes and have to hunt for the best available resources. It is definately not friendly to the rising Novice Crafter! Shipwright is almost like this too. Plus there are too many Shipwrights now. I can go down the line, but this gives you an idea of what I am speaking of.


Consolidating it down to one module per item makes it nearly impossible for a New or Non-Master DE to even remotely compete with the lower priced Droids.


We need to make sure to think of both improving the high-endgame (Master Droid Engineer) as well as the low-end games (Non-Master Droid Engineer). Plus we have to think... do we want to require everyone to be a 12 point-MDE. I for one do not want to be. I could care less about the few items that I cannot make pefectly. If you want those sales, go right ahead. I am pefectly content with what I am working on!



La'varian Blisar
Sunrunner Galaxy
Master Droid Engineer Extraordinaire
Vendor: Lei'a Bounty Hunter Droids (1 km NNE of Coronet)
Look for me on the Planetary Map on Corellia
Jonthalas
Wed Feb 09, 2005 7:09 pm
#19

It appears that overall in the game the levels of items were designed for interim functionality on the way to Master levels. Perfect example is Stim As-Ds in the medic and doc lines.


However, the DEs levels in item, data, medical and armor modules should offer higher capabilities across all the modules as a standard, not as the armor modules do as stacking to a single maximum ceiling limit.



Jonthalas "Jonni" Moonbeam

Moonbeam's Merchant Mall
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