Droid Engineer Archive

Thread: Sodan's Hybrid DE Proposal

SinjenRandall
Wed Mar 17, 2004 6:09 am
#443






Shian_Tavkin wrote:





SinjenRandall wrote:






Message Edited by SinjenRandall on 03-17-2004 06:45 AM





@ Sinjen...thanks for the edit lol






Yes, I saw too late that you were nice. *admonished* I was pretty quick to edit, though!





Sinjen
Elder Ticklemonster - Unlocked Pre Publish 9
Master Pilot
THE Hero of Tatooine

EnigmaBSc
Wed Mar 17, 2004 10:20 am
#444

OK. I've now finished reading through the whole of the thread. It's interesting to see how the final proposal came together from the initial very good proposal with other peoples comments. The 'what type of experience is required for droid tactician' issue has been touched on, but I think it still needs a bit of work. The issue as I see it is as follows:

1. Currently to attain the proposed Droid Tactician (0040) a player must gain Novice Droid Engineer (39300 general crafting xp), Master Droid Tactics (assuming this will replace Master Droid Refinement - 307200 droid crafting xp) and Ranged Support IV (30550 combat xp). To gain the droid crafting xp requires grinding out over 2000 MSE droids. Are people going to be willing to do all that crafting to be able to control droids?

2. What if the Droid Tactics tree required combat droid experience? This could be gained either from crafting combat droid modules/combat droids or by using a combat droid in combat. However, this would complicate the implementation (require coding a new type of experience and updating several things to give the right experience) and would introduce problems with those that already have the third tree or are progressing up it if (when?) this change occurs.

3. A third option would be to retain droid crafting xp in climbing the Droid Tactics tree, but to also allow droid combat xp (gained by using a droid in combat) to be used. The problem with this is again implementation - it is different to the way every other skill tree works - but it solves the 'what about those who already have the tree or are in the process of attaining it?' problem.

Personally I think the second option is the most 'correct' in terms of making sense, but it also has the most problems. The first option is the easiest to implement but I think it slightly devalues the point of Droid Tactician since it REQUIRES a large amount of crafting.

What are peoples thoughts? Are these the only viable options or can we come up with something better?

EnigmaBSc
Shian_Tavkin
Wed Mar 17, 2004 2:13 pm
#445






EnigmaBSc wrote:
OK. I've now finished reading through the whole of the thread. It's interesting to see how the final proposal came together from the initial very good proposal with other peoples comments. The 'what type of experience is required for droid tactician' issue has been touched on, but I think it still needs a bit of work. The issue as I see it is as follows:

1. Currently to attain the proposed Droid Tactician (0040) a player must gain Novice Droid Engineer (39300 general crafting xp), Master Droid Tactics (assuming this will replace Master Droid Refinement - 307200 droid crafting xp) and Ranged Support IV (30550 combat xp). To gain the droid crafting xp requires grinding out over 2000 MSE droids. Are people going to be willing to do all that crafting to be able to control droids?

2. What if the Droid Tactics tree required combat droid experience? This could be gained either from crafting combat droid modules/combat droids or by using a combat droid in combat. However, this would complicate the implementation (require coding a new type of experience and updating several things to give the right experience) and would introduce problems with those that already have the third tree or are progressing up it if (when?) this change occurs.

3. A third option would be to retain droid crafting xp in climbing the Droid Tactics tree, but to also allow droid combat xp (gained by using a droid in combat) to be used. The problem with this is again implementation - it is different to the way every other skill tree works - but it solves the 'what about those who already have the tree or are in the process of attaining it?' problem.

Personally I think the second option is the most 'correct' in terms of making sense, but it also has the most problems. The first option is the easiest to implement but I think it slightly devalues the point of Droid Tactician since it REQUIRES a large amount of crafting.

What are peoples thoughts? Are these the only viable options or can we come up with something better?

EnigmaBSc






1. If they are not, then they dont get the droids. Put simply, its not that hard and more importantly it exists in the game and requires almost no development...oh..AND it costs skillpoints.


2. Why complicate the issue and add more development time, just for realism's sake. It's a game afer all.


3. See 2


I'm not by any means trying to cramp your imagination here, and all new ideas are welcome as Sodan would no doubt tell you himself but we have to be aware that time costs money in Devland, so if there is a reasonable way to achive the desired effect of spending those skillpoints by way of existing game mechanics it seems more likely to me that this proposal will receive support from the Devs.


Thats just my view...which may be wrong, but I think not.





Shian -- Master Droid Engineer/ Master Artisan
Stratego
Wed Mar 17, 2004 2:14 pm
#446

Somebody tell me something, why can the Devs not come up with a useful and meaningful purpose for droids and DEs??? This is such an easy job. Stop being obtuse and narrowminded and realize that direct combat is only a small part droids can play.


Make droids integral and required for crafting, for mining, for navigation when traveling, along with ALL aspects of combat! The possibilities are endless! Instead of stupid clothing and armor attachments, allow droids to increase various skills for different professions. For example, a droid to increase "to hit" % for Riflemen, a droid that places a small shield to protect a brawler, a droid that creates diversions to help DEs sample an animal for DNA, a droid that improves experimentation sucesses, a droid suite that when several droids are together, they add more bonuses to crafting skills, a droid that maintains a factory and increases production rates, a droid that aids in hunting and tracking for Rangers, a droid that improves surveying range or sensitivity for miners. How about general abiliites like auto-pilot when in a vehicle? or increased speed in vehicles when the droid is riding with the user??? My gosh, the ideas and possibilities are so easy and endless. WHY ARE DROIDS RELEGATED TO STUPID, USELESS TASKS LIKE AD BARKING AND HAVING R2 DROIDS INVOLVED IN COMBAT??!?


The Devs have shown no creativity or ingenuity with one of Star Wars' staples,droids and those who make them! I'm noteven a DE andI've been waiting patiently for droids to become the integral part they should'veplayed from the beginning. We are no closer to that than we were when this game came out. I have a bunch of freaking droid frames in my lab to "simulate" aworkshop environment where droids are present and helping with weapon crafting and maintaining thetools of thetrade. Why do I use up valuable storage spaces for items that donothing? Cause it's such an integral part of SW that aroom or environment without them is not truely "Star Wars"


It would be nice if the Devs actually made them useful and placed the importance Lucas intended them to have in the SW universe.





Mazor - Master Weaponsmith
Vinci Industries Inc. - Falcon Crest, Corellia
Weapons Division 6584, 5076
Envoy3113
Wed Mar 17, 2004 2:58 pm
#447

Do we have a running tabulation on schemes here? From what I have seen it looks like the consensus is leaning toward MA holding a good deal of the requirements. I would like to reiterate why I belive this is a good idea, and how a bridge can be built to further empower a DE's options in calling and controlling droids.



1. I do feel that MA is a great requirement for any manner of droid handling. I wouldn't say it should be a key persay, but rather a great enhancement in CL capability. To cap it off in a fair manner I would think MDE/MA should be able to controll the most powerfull droid build that is possible. My reasons for this;


A. It implies a great amount of knowledge, said person is able to build from the ground up every aspect of these droids and thus should have the ability to operate and instruct these droids in a manner which could not be acheived with 0040 DE alone.


B. It is a good deal of skill points used in this situation. More in fact then CH, this could lean toward a great creature level being acheived insofar as most people can agree that a modern masterpeice of artificially intelligent, steel plated, blaster toting beast should be able to dispatch most creatures of a more fleshy manner. However, pile doctor and food buffs unto the baddest Kimongola you can imagine, we have a fight both DE's and CH's can be proud of.





There comes a time in every mans life when 86 years is just too damn long...
Tarne_Monter
Wed Mar 17, 2004 5:09 pm
#448



Stratego wrote:

Somebody tell me something, why can the Devs not come up with a useful and meaningful purpose for droids and DEs??? This is such an easy job. Stop being obtuse and narrowminded and realize that direct combat is only a small part droids can play.

Make droids integral and required for crafting, for mining, for navigation when traveling, along with ALL aspects of combat! The possibilities are endless! Instead of stupid clothing and armor attachments, allow droids to increase various skills for different professions. For example, a droid to increase "to hit" % for Riflemen, a droid that places a small shield to protect a brawler, a droid that creates diversions to help DEs sample an animal for DNA, a droid that improves experimentation sucesses, a droid suite that when several droids are together, they add more bonuses to crafting skills, a droid that maintains a factory and increases production rates, a droid that aids in hunting and tracking for Rangers, a droid that improves surveying range or sensitivity for miners. How about general abiliites like auto-pilot when in a vehicle? or increased speed in vehicles when the droid is riding with the user??? My gosh, the ideas and possibilities are so easy and endless. WHY ARE DROIDS RELEGATED TO STUPID, USELESS TASKS LIKE AD BARKING AND HAVING R2 DROIDS INVOLVED IN COMBAT??!?

The Devs have shown no creativity or ingenuity with one of Star Wars' staples,droids and those who make them! I'm noteven a DE andI've been waiting patiently for droids to become the integral part they should'veplayed from the beginning. We are no closer to that than we were when this game came out. I have a bunch of freaking droid frames in my lab to "simulate" aworkshop environment where droids are present and helping with weapon crafting and maintaining thetools of thetrade. Why do I use up valuable storage spaces for items that donothing? Cause it's such an integral part of SW that aroom or environment without them is not truely "Star Wars"

It would be nice if the Devs actually made them useful and placed the importance Lucas intended them to have in the SW universe.






I believe that the simple answer to most of your questions is because the Dev's want the droids to be unique in the game. They want them to offer something that nothing else can offer. Which basically means that increases of ability are right out, or at least that's the impression I've got from reading TH's posts and Runesabre's clarifications of some of TH's posts.



Tarne Monter from Elderhome, Naboo, Ahazi
Vendor "Tarne's Droids" in the Merchant Tent at 5680 4451 Naboo
Master Droid Engineer and Master Artisan
Smuggler 0/2/0/0

Kadaara, Naboo, TC
Marksman 0/0/3/0
Sodan-droiddreamer
Wed Mar 17, 2004 5:17 pm
#449






Tarne_Monter wrote:
Just as a completely off the wall idea, what do people think about moving the Hybrid plan from DE to Squad Leader?



Please do the math for us on skillpoints. Also, list out the pre-reqs, etc.




Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
Tarne_Monter
Wed Mar 17, 2004 5:29 pm
#450

I did the skill point check and it only matches the 78ish skill points if you pick up Novice Squad Leader. So it doesn't look very feasable. I just thought that Squad Leaders being able to tactically command "squads" that included droids made sense. But the overabundant cost of skill points throws it out. Oh well.



Tarne Monter from Elderhome, Naboo, Ahazi
Vendor "Tarne's Droids" in the Merchant Tent at 5680 4451 Naboo
Master Droid Engineer and Master Artisan
Smuggler 0/2/0/0

Kadaara, Naboo, TC
Marksman 0/0/3/0
Sodan-droiddreamer
Wed Mar 17, 2004 5:31 pm
#451






Tarne_Monter wrote:
I did the skill point check and it only matches the 78ish skill points if you pick up Novice Squad Leader. So it doesn't look very feasable. I just thought that Squad Leaders being able to tactically command "squads" that included droids made sense. But the overabundant cost of skill points throws it out. Oh well.



Its an interesting proposal -- espeically with the SL's "tactics" emphasis -- but it looks the skillpoints don't match up.




Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
Gyros
Wed Mar 17, 2004 5:35 pm
#452





I LOVE IT!!! Perfect Sodan!!!


This is what being a Droid engineer SHOULD BE!!!!


Please DEVS... Please listen and consider this proposal!!!!





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! "
Sodan-droiddreamer
Wed Mar 17, 2004 5:40 pm
#453

If you like the plan, pls vote here:


http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=69111


Actually vote there even if you don't like the plan, heh.





Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
Tarne_Monter
Wed Mar 17, 2004 9:37 pm
#454

I'm thinking of doing another vote count when the votes hit page 10, unless people think I should do it earlier.



Tarne Monter from Elderhome, Naboo, Ahazi
Vendor "Tarne's Droids" in the Merchant Tent at 5680 4451 Naboo
Master Droid Engineer and Master Artisan
Smuggler 0/2/0/0

Kadaara, Naboo, TC
Marksman 0/0/3/0
Sundown6
Wed Mar 17, 2004 10:16 pm
#455






TheRealTK421 wrote:

If we really had all believed that Certs were the best answer, then it would seem (per Woody's "one voice" initiative) that we should have stuck to our guns, despite the hard line the Devs took on Certs. They told us certs where difficult and time intensive to add. I don't equate that with "not possible". I equate that with "We don't care enough about you all to build the best solution, so try again".





Bingo, bingo, and bingo. This has been the approach the developers have taken with SWG on many of the major issues: do the minimal work necessary, in order to churn out something simplistic that might vaguely appease... rather than doing something *absolutely right* as if there was some sort of vision or inspiration behind the implementation,and as if there was an honest desire to pump out something elegant and worthy, even though itmight takea fair amount of work.


The reason we're constantly being fed the "very difficult and time intensive" line is because SOE has already switched to the mindset of maintenance. They're no longer treating the game asa*real* work inprogress, and seeingSWG as theunfinished, problematic product it is. Thus, it's no longerworthy of difficult and time intensive development in their eyes-- which is why patch after patch, we get half-thought out solutions, half-baked "features" of the month, and dodgy nerfs, boosts, and adjustments that constantly throw game balance in one direction or another.


The developers simply aren't willing to do any real ground up rework of any profession, regardless of whether it'd make the game that much better, or whether the profession really deserves it (I give you Squad Leader and DE for starters). They live in constant fear of angering existingplayers by makingradical changes that might actually bebetterfor the game in the long haul... and in constant fear ofimplementing new andcomplicated systems for fear of them beingtoo time consuming. On top of that, they seem to have little overarching vision that they're willing to stick to and willing to defend or explain at length. Until that mentality changes, we'll be stuck with the game as is... publish after publish featuring themes that have a minimal amount of work invested in them, full of minor tweaks and balances one way or another, some for the worse and few really deeply thought out.


Because in SOE's eyes, the productno longerwarrants the sort of dedicated attention and design effort that'sdue a full-on product. Not while the subscription money rolls in every monthanyway.


Message Edited by Sundown6 on 03-17-2004 09:19 PM

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