Droid Engineer Archive
Thread: Player Cities Droid buildings (Your ideas here)
Plzurpilot wrote:
A police station:
This is where the mayor or the leader of the militia (sp) can manage " NPC police droids" that randomly wander the city and attack anybody on the /ban list
Nostradamus Smyth
This is a brilliant idea. In Martial Policy III we get the Stronghold, we couldput aDroid Detatchment in Martial Policy IV. A Droid Detatchment would work out of a Stronghold but allow player built Droid NPC's to be part of the city militia and automatically send them out to patroll the city like NPC cities have their NPCs do. Course they would be autonomous and frag anything that was agressive or on the ban list that wandered within the city limits. Be kind of amusing if we ever got droideka, watch a half dozen of them roll around the corner and open fire on a single Hermit Spider.
I also like BlueMorgoth's idea about the control panel. It'd give some of our Droids much more versatility, MSE's and LE Reapir droidsfor repair/lower maintenance, surgicals for a boost in Med Centers. Be kind of nice if we could ever incoperate droids into things other than buildings, like harvesters, turrets and such.
how about instead of having the regular public crafting stations we have public droids with the crafting stations in the droid. have a booth like structure semi-generic and have the mayor place the deed in the booth or "transfer" the droid to the booth. also allow for an access fee to use the public station.
a public entertaining droid--let a PC deposit 100cr for 10 mins of Novice level Musichealings. only let the music be more adv music tunes.
Fish Hatchery--a public building that farms fish from the nearby stream, river, lake or ocean using droids of course. It would have 100 units of fish meat available every hour with a max of 400-500 units of fish meat. Mayor sets the price of the fish meat. Or let there be whole fish for ppl's aquariums.
Egg Hatchery--let the bio-eng provede the Kaadus and DE's provide the droid tenders. let there be 10 eggs available every hour and a max of 30-40 eggs. mayor sets price of eggs.
Milk farm--similar idea to Fish and Egg Hatcheries.
Crustatition <seafood> farm--see aboves.
First off I would like to say that I really like the control tower/automated police force ideas. I also like the Ideas of workshops and customisation "huts". The idea that any person can use it to change color on their own. Still a DE would have to supply it will either customisation tools or some other components.
Now on to my own idea:
How about if the garages could be equipped with droids that maintain the vechicles. And some sort of petting area where ppl could leave their mounts for cleaning and feeding. This would use droids as well.
And as to agree with everyone else I would like to see the ability to add droids to buildings to raise efficiency or lower maintenance costs. They could also automate cantinas with serving droids.
Well my idea doesnt really involve a building per-say but, I dont understand why DE's cant make the terminals for the cities. We could make the bank terms, the mission terms, cloning terms, and shuttle terms. Or they could have at least given us the street lights, after all they are electronic lol
It is really scarey to think the Architects are getting even more items to craft and sell. Cant believe that when player cities come out they can craft actual sellable (ie not just components) items in all 4 of their skill columns. Meanwhile here we sit with only one usable column when it comes to making any money.
Ursula - Still an aspiring DE ![]()
TheygotFritz wrote:
what a great thread. I love the ideas bouncing arund here! About the droid repair building why not include vehicles too...sorta like a modern day garage.
Im crossing my fingers that if Architects get buildings for player cities that DE's get vehicles. That would be so wonderful!!! We could sell something useful... can you image? lol
Ursula - Still an aspiring DE ![]()
If the connecting belts is too difficult to implement, then just give us a way to link the input hoppers of one manufacturing station to the output hopper of a different manufacturing station. The belts would look cool but guess can live without the eye candy. Another alternative is a factory droid that moves parts from the output hopper of one manufacturing station to the input hopper of another.
The foundary should have one universal depository for power and maintenance pool for all the manufacturing stations inside it. I don't want to have to go around checking the pools on every friggin manufacturing station.
houses:
1. Simple droid service station -- WDG crafting station, power droid on hand or
some other power source, and repair staions for wounds AND damage. DE trainer.
2. Droid spa -- Includes simple service station, plus droid dipping pool for
cleaning droids (repair vitality) and buffing them. Small lounge for DEs with
vendor for parts.
3. Droid Service Hub, includes services of the first two, plus droid recycling
center (get modules, plus some resources/modules back from scrapping a droid),
large lounge for DEs with vendors maybe even droid entertainers -- lol! What
about extra storage space -- lockers -- for DEs at Droid Service Hubs? Droid storage?
Also what about a Droid Shack? Basically an apartment/workshop that DEs could
place if built by an architiect. It would have lots of broken droids and parts
laying around, etc., plus bonuses for crafting.
Others could be used in combat roles, perhaps as high end structures placable by
faction folks:
1. Droid command and control post -- allows DEs to load up more than 5 droids
into station datapad and control them during warfare.
2. Droid-controlled gun turrets -- Better yet droids that ARE gun turrets.
Every city/structure should need droids to function and have the capability to
accept additional droids for efficiency. We have droids that require architect
and armorsmith components. Why not increase in the interdependance by requiring
droids for cities?
Give DEs some love in player cities. We need it.
First, a new type of module is created, the droid maintenance module. Like the medical module it has a level of 1-6 and gets a Maintenance Rating. The MR for a level 6 module would be around 35% or so and naturally lower for the lower level modules.
All enterable buildings are then given a datapad with a small number of slots. Buildings like the small house might have one slot. Buildings like a large house can hold five slots (as an example). This datapad is just like a standard data pad and can be accessed by the owner of the building. Droids (and possibly pets) can be dragged from a player's datapad and dropped into the housing datapad, giving everyone with a building a few more droids they can own, if they wish. Droids and pets stored in the datapad will roam around the building like ordinary uncontrolled NPCs, giving a little visual goody for people who want it. The real advantage however comes from storing droids with certain modules.
For a small house the maintenance will be decreased by the MR of the stored droid (so up to 35%). For a medium house the maintenance will be decreased by 1/2 of the MR of the stored droids (capped at 35%) and for a large house the maintenance would be decreased by 1/3 of the MR of the stored droids (again, capped at 35%).
Other styles of buildings might benefit from other modules as well. A medical building might gain a bonus to the medical skills of its doctors based upon the Medical Rating of its stored droids. A cantina might receive a reduced maintenance cost based upon the Serving Rating of its droids (which are equipped with serving modules) or a bonus to the effectiveness of its entertainers based upon the Entertainment Rating of its droids.
Certain buildings may be required to have a droid of a specific model or with a specific module in order to work. The shuttle port for instance would have to have a protocol droid in its datapad to be functional. An advanced medical facility might require some form of surgical droid.
By creating a datapad system you will be able to move droids from one building to another (since droids really are not part of a building) and avoid droids being destroyed because an architect critically fails a building. Also it allows existing buildings to benefit from droids rather than requiring people to demolish and rebuild their homes to get the new benefits.
All of that out of the way, I would also propose a building that holds a special City Datapad. This datapad would be significantly larger than the building datapad (perhaps 20 or so slots) and droids stored there would have beneficial effects for the overall city and the droids stored therein would free roam through the city.
Perhaps their Maintenance Rating helps decrease the maintenance cost for the city overall (not the maintenance costs for individual builds, just the credits that are paid to keep the city running). Certain frames and modules might be required to allow certain buildings to be built and to function or alternately to allow certain city functions to be empowered (Power Droids roaming the city decrease the rate at which droids go through batteries, Binary Load Lifters allow you to zone more space for industrial).
Anyway, just an idea to think about.
Droid_Engineer_Rho wrote:
I think that many structures should have datapads, to which optional or required droids could be attached.
A proper shuttleport should need a protocol droid at a minimum, and astromechs should increase the efficiency/decrease maintenance. Others have already put that forth and done it well. My only concern is that the droids be upgradeable modules rather than fixed, built-in features of the structure.
The ability to upgrade a structure by adding a droid to it really intrigues me. Imagine being able to add a set number of 'house droids' to your home, Droids NOT restricted to your datapad, and which are essentially world-persistent NPCs. Limit the number of droids by some kind of 'level' and we could have two MSEs, an astromech and a protocol, perhaps, in a medium house, while a PA hall might allow for quite a few more.
I really like this idea... the ability to assignworld persistant "maintenance droids" (providing bonuses to maintenance or efficiency)to structures would go along way toward fixing the profession - and all the little droids scurrying around would definintely improve the atmosphere.
The idea could even be extended to harvesters and eventuallystarships.
I seem to recall in The Essential Guide to Droids seeing some sort of hovering groundskeeping droid. Perhaps these should be a component of Player City parks, or give them a maintenance benefit. I also think it would be kind of cool to see them floating around pruning the trees and such.
The city hall could have a protocol droid that offers just the custom ad barking feature of vendors (assuming that gets fixed), which can be used as a means to give out information. Perhaps it could also be able to recite some sort of history of the city... founding date (yes, please implement some sort of date system), past mayors and so forth.
I'm sure they won't make it in for the first cut, but I'd definitely like to see some profession-specific public shop buildings.
Oh, and did anyone else have one of these as a kid?
http://www.mindspring.com/~randy1969/factory/01.htm
Not saying I'd like to have exactly that, but it'd be really fun from a nostalgic perspective if we had a droid building that was loosely inspired by this.
Beyond specific buildings, I'd like to see droids be able to "live" in buildings - sort of like handing clothes to vendors to wear.
The owner of the building can "hand" droids to the building, which mull about for atmosphere, at least.
Audio