Droid Engineer Archive

Thread: Droids: Where we were and where we’re going.

Bretta
Fri Feb 20, 2004 3:52 pm
#274

in publish 7 you mention that droids will not be effected by /itimidate.

Why?


When Chewie roars mouse droids run.

We all no how timid C3PO is...


i disagree with the change.

droids can be itimidated. why else would Jabba threaten to torture them.


please rethink this issue.


-TK10
Ganner-Trask
Fri Feb 20, 2004 3:57 pm
#275

All these changes to the DE profession are great, the combat droids are going to be a good source of income. Seeing as how nobody buys droids as currently there is hardley any point. What I would like to addresss is the fact that most droids or components require Extrusive Ore or some specific type of steel. I am on th Bria server and have searched the galaxy for a month now and have not found any Extrusive Ore. So I want to know if these specific resource requirements are to be continued or are the resouces going to be made available?



These aren't the Droids you're looking for!.........Now THESE are the Droids you want!
All the latest features, and accessories! Look at the Chrome finish on this R2 unit!

Ooooooh! Shiny! I'll take 2!
Drashk
Fri Feb 20, 2004 4:25 pm
#276




Droid_Engineer_Rho wrote:
No, my concern is not at all that work will come to a halt while TH is on vacation.

TH is not there to write code, he's there to filter and present ideas. His absence may mean a week without much in the way of developer communication, but that is not likely to be a big limiting factor on getting the next publish done.




A few CSRs and a couple of DEVshave been prowling around the DE forum, and other forums, trying to keep a handle on many different issues. The DEVs have been trying to make a major push towards moreCommunity/DEV communication and I think that this week is a strong indication towards this new, positive shift. Runesbane, JustG, and others been reading the feedback in the DE forum, especially now that the mood of this forum has shifted towards a slightly more optimistic outlook. (Thanks to TK and a few other community memebers that have helped out.)


My only concern with TH's vacation is that the publish notes for Publish 7 will be a little on the slow side getting out.







Making SWG more Star Warsy. One droid at a time.
Gyros
Fri Feb 20, 2004 4:34 pm
#277




Thanks to EVERYONE involved!!! This is the BEST news I have heard in my many months as a Master DE!!!

I am completely satisfied NAY Overjoyed with the plannings for publish 7 and publish 8!!!


TH and Drashk Thank you both very very much!


20 February 2004 A proud day to be a DE!!!!




For the Galaxies best droids Contact;
Eaco Fotas Master Droid Engineer, Master Artisan on Corbantis
The Outer Limits Emporium (-4995,5323) Theed, Naboo
" These ARE The Droids Your Looking For! "
Mazepa
Fri Feb 20, 2004 5:10 pm
#278

I don't like your implementation of the combat modules coupled with how harness slots are allocated. Like several have pointed out, the only droid that can take 6 slots is an R3. This means the only combat droid that will sell are R3's because no one wants second best. This also applies to people wanting multiple modules in one droid. They will only want R3 since they hold the most.Patch 6 has already caused demand only for R3's and has taken away any variety in the game making droid engineering boring. This will only compound that problem.


To correct this, you need to apply some of how the newBE class works where the skin is independent of the capability of the creature. A droid engineer should be able to build any body style and be able to put in the same number of harnesses regardless of body style. The number of harnesses i.e. modules that a droid should contain should be based on the skill level of the droid engineer. That way you reward higher level droid engineers with the ability to make droids with more capability. This also promotes variety in droids bodies so that you will see people able to pick the body they like best and not the body that holds the most modules. You also need to allow more than just 6 modules to be installed in droids so that people can have droids with more capability.


I like the proposal of the new modules.
Snikrop
Sat Feb 21, 2004 1:32 am
#279

Anyone else worried that TH going on vacation for a week means bad things for the DE work going on now, perhaps a near halt?



" When you go to sleep, if you in fact sleep, does it take two star wars fans' blood to calm your nerves or are you higher than that now?

justG - When I am trying to go to sleep, and I am tossing and turning at night, the things that keep me up at night are combat, and jedi, and spaceflight, and things like that. Let me tell you this, we absolutely LOVE our jobs. And we LOVE this game. We are dedicated to doing whatever we can to enhance your play experience. And it usually only takes one fan's blood to drift off...
" JustG
Masen
Sat Feb 21, 2004 1:50 am
#280

RE: R3 supercombat droids

I don't see that happening. Combat modules will go in combat capable chassis, according to the post. the Correspondent (I can' spell his name right so I won't try, lol) posted that he had one tip, stock up on advanced probot chassis, they would get really expensive. So I assume the advanced probot will have the most combat sockets, and some droids would have none at all (Drat. there goes my dreams of a maxxed out advanced MSE droid with socket clusters full of attack modules, hehe) They said the combat modules would be useable -by combat capable droid models- so, unless I'm reading it wrong (beleive it or not it has happened, hehe. J/K) they are adding a new socket type to the existing chassis, to fit the new combat modules.


One thing I'd like to see in Publish 7, if it's doable-


Varied combat modules. Not just different amounts of damage, but types. A plasma burst attack, that would do blast damage, in a small radius. A cryoblaster module, that does cold damage. A DX module that does acid damage, and so on. Maybe something to keep in mind for future updates and adding new combat chassis.


Shield modules. An energy shield, that would use up so much of the droid's power each time it absorbed damage. To improve tanking ability, balancing it due to the fact the droid willr apidly lose power, and if it could attack as well that would be twice the drain. Basically to let people have droids tank for them, instead of creatures.


Trap modules. A droid could be loaded with a factory crate of traps, and fire them at targets, instead of the owner needing to stop firing to throw them. This would be rather hard to do, so probably not an option, but it's a neat idea I never seen mentioend before.


Survey modules. A droid could be built with surveying, same as a BH droid. Artisan surveying skill would affect the speed and effectiveness. (not my idea, but I really like this one)


Harvester modules. Would use architect parts, so architects aren't left out of the loop. This module would allow a BLL droid (ONLY) to operate as a mobile personal harvester. It would only be active while you were logged on (so it would not replace a big harvester) but it would allow you to essentially afk sample without sitting there. You could craft, conduct business, etc. It would also be able to be destroyed by mobs, so leaving one alone in Tusken turf is a bad idea. Module 1 would act as a personal harvester, BER of 1. Module 2 would have a BER of 3. Module 3 a BER of 5. Module 4 would have a BER of 7. A master could make a BER 10 module, that would act as a high-end medium harvester, but it would take the same architect components (minus the walls of course) as an actual medium, and would not stay in the game world constantly, as a medium does.


Advanced Med modules. Made by master DEs only, and operates as a novice medic, with no skills. But this module would allow a droid to be given a crate of stims (borrow code from the trapping module maybe?) and it would autotarget nearby members of it's group, and apply stims when they get below 50% health. NO healing xp would be gained, and it would be slow and not very effective, so even a low level medic is always a better option. But it could be stationed in field bases by rangers, or used by BH or Jedi who don't have SPs or abilitiues to gain medic skills, to have a bit of healing while out on missions. Plus it would be useable only in droids with advanced droid brains (ie, an R3 could do it, an R4 couldn't)


Salesbot modules. A droid with a personality chip, could use this module made by a master DE. the droid would bark out ads, similar to the ad barker module. But, it would also act as a vendor. It would still count as a vendor slot, and would only be active while the character was online, it would autostore as normal. But it would allow people to buy your goods right there on the spot. To prevent item loss, it would require you to set a vendor on that planet, and stock it. the items people saw would be the same items as they would if they were at your shop. The cert for this would be Planetary Ad Campaign, so people cannot get a free ability that merchants pay SPs for.






No I don't have a freakin sig. Just make something up and pretend it's here man. woman. umm...Whatever.
EpiFett
Sat Feb 21, 2004 3:05 am
#281

BLL - 3117 Resources needed
ADV BLL - 3436 Resources needed

If they do nothing else,
These things should be
able to hold 100 items
For the skill/resources required.



1024x768 sig._ _ _ _ _ _ _ _ _ _K r i s t a e n _ _ _ R a d l o a y _ _ _ _ _ _ _ _ _ _1024x768 sig.
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MadDoc76
Sat Feb 21, 2004 6:14 am
#282

An off-planet survey droid would be cool. It could bebased on the BH off-planet tracker droid, you launch it and it relays an email/entry in datapadback to you that lists what resources are present on the target planet.


I LOVE THIS!!!!!!.,..,.., WOOT.,.,,.
Astrodominus
Sat Feb 21, 2004 8:52 am
#283

I LOVE the idea of finally addressing a major publish towardsprimarilydroid issues! Combat droids are clearly necessary in SW:Galaxies, but I hope the devs won't neglect non-combat/utility droids as well ... there are some excellent suggestions on this board for how droids can be better applied to harvesting, crafting, and medical purposes. I can't think of a single "harvester"(other than vaporators) or "crafting station" in any of the 5 Star Wars movies, yet play the game for an hour and you'll see FAR more automated harvesters and public crafting stations than you'll ever see player-owned droids. What's got a more Star Wars feel --a field of player-owned heavy mineral harvesting installationsor a bunch of astromechs dutifully following players around? I'd love to see a real invasion of non-combat, inoffensive, helpful, utility droids that EVERYONE in the game would have a use for and really want to own! Let's make droids more than just decorations or battle-pets. Please consider adding a ton of new Utility Modules for droids so they become far more ubiquitous in the game. Combat droids are a great way to go, but let's please make non-combat droids (like 3PO and R2) into something highly desireable, useful, and visible among players as well.
Sumus
Sat Feb 21, 2004 1:41 pm
#284






WolfwoodCross wrote:

Ok no one liked my last droid idea, so how about this one.


Seperate DE from the Artisan Profession but keep it a tradeskill profession.


Make the Droid Engineer a Basic Profession that deals in the creation of the types of droids we have now, as well as combat droids up to a functionality of lv10-15.


After attaining Master DE, have them able to gain skill in the Droid Commander Advanced Profession, which focuses on droid combat, and Droid Commander only Droids. Probot Droids and Battle Droids would be examples of DC only droids.


DE will be the crafting side of the profession, and DC will be the combat side. What works best about this is that DC would actually be an Advanced Profession that would heavily rely on its BasicProf skills(droids batteries, repairs, etc.)






Thats an intresting Idea, go over to the DE fourm and toss that one in and see the reaction. But beware many of the DE's over there will probbly flame you for it.



N

hunter581
Sat Feb 21, 2004 5:04 pm
#285

Ok, first of all, i'm not sure exactly what everything in the post meant but here is what i think.


First of all, how in the world will you decide what profession the "Droid Commander" will branch from? There realy is no logical one at all. Second, to make this interesting you will have to make it totally unique from CH but similiar at the same time. If both CH and DC are going to be basically the same thing except one has creatures and one droids it won't be much fun. I had a very good idea about something that the DEVs could try to implement into droid commander, i think droids should be somewhat like your droid companions on KOTOR. Everyone should be able to use droids but the HAM and the combat abilities depend on what kind of modifications you make to it, thus by adding light-heavy plated armor or adding higher damage weapons to your droid it will increase the lvl of it making it require more skill to use. I also think the whole Kotor droid thing is a good idea by having special attachments like sensors and other equipment to give the droids different skills, and adding special weapons like flame throwers and stun guns. This would be somewhat difficult i think to do but its a very good idea vs. making droid commander just like CH.
JohnMarble
Sat Feb 21, 2004 6:01 pm
#286

I do think droids are cool and think every profession should need one.


I posted in this thread earlier, but this one is better. I think DE should be able to construct home entertainment centers, just a big droid you can set up in your house, or fancy models for player cantinas. It should have built in gambling, a chess game like Chewy played with the droids on the Falcon, and be able to pick from various song videos from a music library, then play them with a holographic girl dancing. For these, the DE engineer would need to purchase Holovids.


An entertainer would purchase blank holos, then need to purchase a Holocamera Droid from a droid engineer. Musicians would cut a song, then a dancer could perform for a set time, then an image designer woul go in and cut/edit the holo. When played back it would be nice to capture as much of the original performance as possible, and it could do slow healing or a weak buff.


That's more for In Concept rather than In Development but it's what I fantasize. What we're getting is the special effects bots.


Anyway, I suggested FX should be responsible for how quickly one should give a buff with these new droids, rather than flourishes. I thought on it and rejected the suggestion myself, simply since the code is there, better to leave it rather than scrap it, but I havea better suggestion.The weakness with the entertainer buffs is their bonus comes from a percentage multiplier. So a person with high mental stats will receive a great buff, while the player with a weak mind receives a paltry buff (ie. 1000 mind would receive a +500 buff from a master entertainer, 200 mind gives you a +150 buff.) So my suggestion is that flourishing should still give fast buffs, but you'd have to weigh it versus not being able to get in as many special effects. Have the special effects each add between 1-5 points (depending on the quality/experimentation of the effect). At the end of the buff, the value of all the effects is added after the percentage multiplier. So the guy who has a high mind and found a great buff might not notice the new bonus, but it would help out theguy with a weaker mind, who may have only received a +200 buff, say, would get something like another +200 added to it. I would justlike to see a function for the the special effects in terms of game-mechanics, and with the new chef food, these buffs needs a boost to stay competitive anyway.
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