Droid Engineer Archive

Thread: Top 5ish Droid Engineer Issues

ASHRID
Fri Jan 09, 2004 3:32 am
#27

IIRC the P2 looked exactly like an R2 but was about twice the size and its 3rd leg was notretractable(a very clumsy droid)


Speaking of retractable legs, a bug that _always_ gets on my nerves is how my R5 (and presumably all R-series) go back to 2 legs when travelling at full speed to keep up with me


Since the power droid is basically a mobile fusion reactor it should _never_ run out of juice - having said that they are designed to recharge speeders so that shows us how much attention the devs were paying here...... I'd forego the use of any other modules in a power droid if the little bugger never ran out of juice and we could have 2 droids out at a time (in theory the second droid would only ever need to be a power or repair droid)

Twain
Fri Jan 09, 2004 4:53 am
#28

Well, I put this in it's own forum, and didn't really read if it was suggested here, so sorry if it was, but a garage module would be nice.
progman63
Fri Jan 09, 2004 7:17 am
#29

Boy, more work from the new guy....


Looks great but I'll have to reply later zzzzZZZZZZZZZZZZZZZZZZZZ.









"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres


Daker-Naritus
Fri Jan 09, 2004 8:49 am
#30






Drashk wrote:

Issue 4 - New Droids - Droidekas, Battle Droids, IG-Series, LiN Demolitions Droid, FX Medical Droid, M38 Explorer Droid, EV Supervisor Droid, NR-5 Maintenance Droid, Etc. These are all prime examples of Droids pulled from existing SWRPG material. One thing that needs to be made clear though; Droid Engineers want to be able to sell the droids that they build and use some of these droids as well, but this does not mean that DEs wish to become the metallic form of Creature Handlers.

Issue 5 - Being able to call more than one droid - I know that the last statement in Issue # 4 stated that DE do not wish to become CHs, but being able to call more than one droid is quite a different issue than being the only profession to call better combat droids. Droid Engineers typically need to search out other Droid Engineers, just so that they can have their own droid repaired. For a DE to have the ability to power his/her own droid or repair the wound damage, using a second droid, would go a long way in the DE community. The problem arises of where should such a cert be placed. How about Master Droid Refinement, since the only benefit that it currently entails is better experimentation and assembly results.

Issue 6 - Droid Cert System - Many months ago, hints were dropped about a droid Cert System. Many DE are concern that this will limit droid sales if handled incorrectly, or could hurt the DE profession if on DE received these certs. Allowing for more than just Combat Profession gain access to Certs for different droids is something that the DE community would like to see, since it would open up more sales, which is an area that is very lacking for many in the profession.





Aaaaaaaaaaamen!


Love you Drashk!!!

Daker-Naritus
Fri Jan 09, 2004 8:55 am
#31






neshura wrote:
My request would be to remove the Level 1-6 stuff. It's just filler for the droid tree, and could be replaced with many wonderful module ideas as have been stated here.

I have never had a single customer sit there and agonize whether to get level 3 or level 4 medical. The instant response is "give me the best you got". 95% of my customers want the best, and if they can't afford it now, they'll go out and mission until they have the credits to buy the best.

I realize that level-based modules are there so as to give newb DEs some hope of selling their stuff, but I think that in a carefully designed tree, more module variety would be just as effective.

I sell 30 or 40 R3s with level 6 med for every 1 R5 with level 4 med.

Levels 1-5 of med and item storage are basically unsaleable, levels 1-6 of data storage unsaleable. That leaves 4 crafting modules, 2 level 6 modules, and droid repair.



There are 23 service modules in the tree (if I counted correctly, but who knows, I have the flu). I can sell seven of them.





You know....this raises a good point...


Why do we need levels of modules? Since experimentation does little for us, why not just have one type of module that can be experimented?


Ex: Medical module has experimentation range of 30 to 120...novices who search outgreatresources can experiment up to 50 or 60, medium DEs can hit the max with great resources, master DEs can hit the max easily with medium resources.


This allows most DEs to make great stuff...it just makes it much easier and time/cost efficientfor those that are more advanced.

JediYak
Fri Jan 09, 2004 2:43 pm
#32

Good summary, keep them coming.



You're motivating me to go back and release the Droid and DE Guide, version 3....




--Masta DE Yak's Star Wars guides: http://www.crossler.com/swg/
--Yak the Avian @ Naboo @ Chilastra -- Factory crates of Adv Probots for Sale!
Drashk
Fri Jan 09, 2004 2:47 pm
#33






JediYak wrote:

You're motivating me to go back and release the Droid and DE Guide, version 3....




/bow2


Please do. You're guide is what helped me figure out the profession in the first place.






Making SWG more Star Warsy. One droid at a time.
JediYak
Fri Jan 09, 2004 3:32 pm
#34

Awwww, now I'm blushing.



--Masta DE Yak's Star Wars guides: http://www.crossler.com/swg/
--Yak the Avian @ Naboo @ Chilastra -- Factory crates of Adv Probots for Sale!
Lari-KoTari
Fri Jan 09, 2004 4:17 pm
#35

Not to sure if this was listed but the % of armor on the droid and what resists.
Sumus
Fri Jan 09, 2004 4:55 pm
#36

Great Post, Keeps me hopeing and working through the DE class.



N

CapnSteve
Fri Jan 09, 2004 11:35 pm
#37

Since no one ever responded to my post, are medical modules not supposed to affect the effectiveness of stimpacks?



--------------------------------------------------------------------------------

(Kauri) Indur Dawndeath - Master Droid Engineer / Smuggler (0,4,1,0)
(Chilastra) Indur Dawndeath - Creature Handler (3,3,1,1) / Smuggler (0,0,3,0)

"Next thing you know it's going to require a Droid Brain in order to make an Electronics GP Module. Sheesh." --Kollos
Drashk
Fri Jan 09, 2004 11:54 pm
#38






CapnSteve wrote:
Since no one ever responded to my post, are medical modules not supposed to affect the effectiveness of stimpacks?



This is one of those issues that no one is 100% sure of, since no response has been made to it. The Medical Module should not take precedence over the Medical rating of the structure that it is used in.





Making SWG more Star Warsy. One droid at a time.
Aiyee
Sat Jan 10, 2004 1:29 am
#39

Mmm...that hit the spot. (Drashk's post).



Acked, Ahazi Some-Template, Alliance Pilot, Ex-Master Droid Engineer
Aiyah, TC Pistoleer/CH
Aiyee, TC Architect
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