Droid Engineer Archive

Thread: Discussion: Combat Utility Modules, A Middle Ground Solution.

Shian_Tavkin
Thu Feb 26, 2004 9:55 am
#27

I find the above two posts very interesting.


Thanks for the clarity





Shian -- Master Droid Engineer/ Master Artisan
Malitevv
Thu Feb 26, 2004 2:14 pm
#28

actually, I think that the "manufacturing logistics" modules should add options to the radial menu of the droid that has it that give the player access to every windowon their remote harvesters except for the output hopper and the deposit power window. those are the only two windows that require me to move resources from my inventory to the harvester. so those two should require me to be there. the module could let me access the other menu's remotely.


they could even add a 5% bank charge whentransfering credits to the structure remotely using the module if they want. It'd still be a great module and be very useful for crafters who spread their mining operation out across distant planets.





---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Virtanis
Fri Feb 27, 2004 1:03 am
#29

Kollos wrote:


Medium/40% armor is a lot stronger than most people seem to realize... if I could heal my Probot during combat it would be a lot more "powerful" than it is now even with no weapon upgrade.


Heh, I've been saying the same thing (and fighting for the repair pack)for ages... It's surprising that people don't "get" it yet.


What I'm hoping for from the new combat modules is the ability to change the way my Probot attacks - I'd like the option of a melee (Kinetic)module, or a Stun module, or a Cold module, etc, etc. A boost to maybe 90-100 damage would be nice as well, but for me isn't really necessary.


Right. I'm still hoping we can achieve a middle ground through more dynamic combat modules rather than just slapping a destroyer droid skin on a Rancor and building a profession around that.


I continue to stress that we can appease both camps in this discussion through the use of varied 'combat utility' modules, stuff that will make our CL10 droidsincredibly more useful in combat situations without resorting to a DH class.





"You Droid Engineers have had to suffer through some tough times. The Devs do not hate the profession and have plans to address some of the larger concerns."
- Q-3PO 10/23/03 1st Annual Droid Engineering Academy Awards

- Fortium - Master Droid Engineer - Master Artisan - Grumpy Advocate for Droids and DE's -
- Proprietor of CF Industries Droidworks -
Naboo: -6600, 3450; Tatooine: -680, -4290; Dantooine: -772, 2860; Corellia: -140, -5500;

Malitevv
Fri Feb 27, 2004 1:33 am
#30

I like all of them except the covert scanning module. If players have access to a mobile tool that allows them to identify covert players for PvP purposes they will take them to major starports and perform mass slaughters on coverts who went AFK because theygot bored waiting for the shuttle. There need to be places where a covert player knows he is "safe" besides the interior of his own home, and a mobile covert detection device means that no covert player is safe from PvP anywhere.



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Virtanis
Fri Feb 27, 2004 1:44 am
#31




Malitevv wrote:

I like all of them except the covert scanning module. If players have access to a mobile tool that allows them to identify covert players for PvP purposes they will take them to major starports and perform mass slaughters on coverts who went AFK because theygot bored waiting for the shuttle. There need to be places where a covert player knows he is "safe" besides the interior of his own home, and a mobile covert detection device means that no covert player is safe from PvP anywhere.





I see your points...but theproposed modulehad some "checks" I feel make it fair when it comes to your concerns:


1. Droid owner must be overt.

2. Scanning droid must be stationary.

3. Droid can scan once every 10 minutes.

4. The TEF gained from a scan lasts only a few minutes.

5. Scanning can't be done in cities.


I thought that was fair.


In any case, the details aside, the point of this thread is to offer alternatives to simple CL level that make droids more desirable to have in combat situations (with an overall effort to appeal to the two camps of DE's : crafters and "combat" types).


I'm hopeful we can continue the positivity of this thread... do you guys have more ideas to further this end (combat modules)?





"You Droid Engineers have had to suffer through some tough times. The Devs do not hate the profession and have plans to address some of the larger concerns."
- Q-3PO 10/23/03 1st Annual Droid Engineering Academy Awards

- Fortium - Master Droid Engineer - Master Artisan - Grumpy Advocate for Droids and DE's -
- Proprietor of CF Industries Droidworks -
Naboo: -6600, 3450; Tatooine: -680, -4290; Dantooine: -772, 2860; Corellia: -140, -5500;

Malitevv
Fri Feb 27, 2004 1:53 am
#32

i understand the point of the thread. just saying that forcing pvp on people isn't a good idea, even with the checks you mentioned.


for combat specific modules I don't have any more suggestions. I like what you proposed. I also want to see some sort of surveying droid put into place, but that one has been mentioned many times already.


The other thing I'd like to see is a "manufacturing logistics" module. Something that allows me to remotely monitor the status of my structures, so I can check things like maintenance levels, power levels, current on/off status, etc. without having to be at the location. if possible I'd like to also have remote access through the module to the menu that lets me see the resources at the location and to select a new resource for the harvester to sample.


I'd still have to drive to the location to get the resources out.



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Arcid
Fri Feb 27, 2004 2:12 am
#33

These are all great ideas about "passive" combat modules, so here's a thought on the actual weapon style combat modules themselves. I think that these should have a much greater level of control of what sort of output the combat module should have (Such as selecting before the crafting process selecting the damage type, and AP of the module, and then getting a schematic for that specific combination) This way a droid could be specally built for specific types of combat.
Virtanis
Fri Feb 27, 2004 12:20 pm
#34




Arcid wrote:

These are all great ideas about "passive" combat modules, so here's a thought on the actual weapon style combat modules themselves. I think that these should have a much greater level of control of what sort of output the combat module should have (Such as selecting before the crafting process selecting the damage type, and AP of the module, and then getting a schematic for that specific combination) This way a droid could be specally built for specific types of combat.





Agreed... thereby increasing their combat "value" to customers. Imagine a droid, even a low level one, that does modest stun damage (note: most composite armor sets are vulnerable to stun).


Just another great example of approaching this debate froma fresh angle.






"You Droid Engineers have had to suffer through some tough times. The Devs do not hate the profession and have plans to address some of the larger concerns."
- Q-3PO 10/23/03 1st Annual Droid Engineering Academy Awards

- Fortium - Master Droid Engineer - Master Artisan - Grumpy Advocate for Droids and DE's -
- Proprietor of CF Industries Droidworks -
Naboo: -6600, 3450; Tatooine: -680, -4290; Dantooine: -772, 2860; Corellia: -140, -5500;

Arcid
Sat Feb 28, 2004 8:18 am
#35

Ok, here's another thought, specilisation modules, giving a droid an improved combat ability vs a particular type of target at the price of effectivness against other types of target.


Say for instance a demolitions module, that would allow a droid to do +50% damage against lairs and structures, at the cost of doing -30% damage against everything else, it sounds like a fair trade off, in conjunction with things like choosing damage particulars this could be used to make droids that would be terrific in certain situations ( like pvp ) but next to no use in others. (and conversely, some of the ideas in this thread would also make droids a good countermeasure to the enhanced droids)
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