Droid Engineer Archive
Thread: Droids: Where we were and where we’re going.
Jindain
Mon Apr 05, 2004 4:54 am
#456
more attack options for driods. maybe special attacks for certian driods, on command. Combat driod art, maybe u arnt ready for combat changes or new profession but maybe some Actual COMBAT DROID.
overbyte
Tue Apr 06, 2004 8:54 am
#457
some help with our droid commander proposals would be useful
thanks
thanks
Deidre_DE
Wed Apr 07, 2004 3:36 pm
#458
Ixspar wrote:
I have a couple suggestions.
First, let's get this customization problem taken care of...Once customization is done, it doesn't ever change back. I'm not sure, but the last time I painted my car I didn't come out two weeks later and have to repaint it. Having customization fade is just silly. It's a nice feature to have, but it's very minor. Too much emphasis is put on it with the fade issue.
Second, the best combat droid currently available is the R3 with all six slots available via two combat clusters. While this is cool, it just doesn't have a good visual. The probot has always had attack capabilities (and has brought me through the lean years of Novice Bounty Hunter). I suggest giving the Probot the capabilities of taking two combat clusters. Leave the R3 mainly as a utility droid.
Third, make the droids accept either a combat cluster OR the old module socket cluster. If I want an R2 med droid with some crafting, data storage, and item storage, then what does that have to do with a combat cluster? Either module cluster should work depending on what the desired result is for the droid.
Fourth, If I put in a crafting module in the droid, there is no way to know short of calling it and attempting to craft next to it. All abilities should show up when the droid is examined... i.e. crafting, storage (either type), combat, defense, medical, entertainer (which effects). The whole nine yards so to speak. Be nice if the person examining the vendor can tell what he/she is buying.
Fifth, Unfortunately, I wasn't able to experience the crafting revision before it changed back to the old system. However, my thoughts that a master crafter should have significantly less critical failures than a novice. Also, I kept track of crit fails for three days before the patch 7 started. The percentage of crit fails was between 6.5% and 9.2%. I'm a master artisan and master DE. Losing two hours of work to custom make a droid and lose all the components on the final deed was a little more than frustrating (I actually believe I made up a couple new words to be placed in the dictionary). ...and I won't even mention the number of resources that were lost. *sigh* Master crits should be no loss of components like for architect. Just because it doesn't take 20k resources to make an item doesn't mean the time wasn't invested.
Thank you and I look forward to any comments.
Ixsparr
Valcyn server
Master Marksman
Master Scout
Novice Brawler (Polearms)
Novice Pikeman
Novice Ranger
Novice Squad Leader
Bounty Hunter
Master Chef (holo)
Master Droid Engineer (current) (holo)
Master Artisan (current)
Architect (master in progress) (current)(holo)
Novice Brawler (TK student) (current)
Future Master Armorsmith
Future Master Weaponsmith
....I still miss my LLC and scatter pistol, but will gladly trade for a lightsabre.
HEAR HEAR!! Well said!
HumanBean
Mon Apr 12, 2004 5:45 pm
#459
I like that we DE's are getting support from the community, we need it.
I like the suggestion of off planet surveying droids, it make scense to me.
Has anyone ever thought to make it possible for R series or treadwell droids to temporarily buff harvesters to make them extract resources faster or more efficiently? That should be a droid function.
Slicing terminals and data should be a droid function as well.
GroovyKool
Tue Apr 13, 2004 5:50 pm
#462
HumanBean wrote:I like that we DE's are getting support from the community, we need it.Slicing terminals and data should be a droid function as well.
Yeah lets get rid of those stupid smelly smugglers. What would be cool is a droid that makes other droids. Then we can get rid of the DE'd as well.
Groovykool
LeBob
Tue Apr 13, 2004 6:14 pm
#463
Thunderheart wrote:
TDOJippo wrote:
hi
Hi
TH
can we please have more than one droid without a combat module in it out at one time?!?!
Wepps
Tue Apr 13, 2004 6:29 pm
#464
I'm still hoping DEV changes their minds and puts bombs on Seeker droids instead hehe.
Nothing like standing at the shuttleport and lobbing cruise missiles at the Jedi ![]()
KlatuVeratiNiktu
Tue Apr 13, 2004 7:38 pm
#465
I would especialy like to see a droid enhancement that allows you to heal battle fattigue\mind buff anywhere.
NoxDenosis
Tue Apr 13, 2004 9:26 pm
#466
god WHEN ARE WE GETTING SUPER BATTLE DROIDS battle droids and ig-88 droids?! WE DONt want blasttech droids dang it
AgreaAtodlie
Wed Apr 14, 2004 10:15 am
#467
Wepps wrote:
I'm still hoping DEV changes their minds and puts bombs on Seeker droids instead hehe.
Nothing like standing at the shuttleport and lobbing cruise missiles at the Jedi
LOL, I like that idea, as a Jedi it would be like total sneak attack, smack to the head...as a MBH it would rule, like tormenting a little brother with flicks to the backs of his ears. heheh
Masen
Thu Apr 15, 2004 11:28 am
#468
Slicing droid modules
Here's an idea- a slicing module would work like a medical droid module, 55-110 percent rating. A 55 one acts as a 55% AUK or WUK. a 110% acts as a 110 AUK or WUK. With a catch- you'll need a droid battery for every 2 or 3 slices, high consumption rate, AND you'll still need the AUK. what the module does is act as the knives or whatnot, saving the smugglers some cash. The module, of course, would require smuggler made knives and such though, that would affect the final effectiveness of the module.
Another thought..it could allow slicing without tools of any kind. BUT grants no xp. Only useful to master smugglers really, who can realistically afford all th tools they want.
Surgical droids should act as unlimited B wound packs for any stat for doctors- again, NO xp gained, and only B packs. for bad wounds, need the good packs, for buffs, need packs. Just take out some of the monotonous, annoying tiny costs, while giving some of that money to a class that badly needs it.