Droid Engineer Archive

Thread: What would you do to improve our profession?

Micco30
Thu Oct 28, 2004 8:56 am
#40






Drashk wrote:


As Droid Engineers, we have seen a number of changes over the last 16 months, most of them beneficial in some way. We have a well defined role as being a support profession that has it's hand in many aspects of the game and affects many different professions.


As stated in the title, What would you do to improve our profession?


Do we need a slight make over, or a complete overhaul? If you had the chance to influence the evolution of our profession, what road would you take us down?




Over the last few days, I've thought about this exact question. The question, at least in my eyes, is much larger than just what WE could to to improve our profession, since in many cases our value depends largely on others abilities. For me the issue really is on of "integration". In order for me to provide better value to my customers, they must have a need for my services. That need is based on how well integrated their profession is with mine. In many cases, the integration and value just is not there.


Smugglers use my services only very rarely, especially now that the Imperial Crackdown has come and gone with little or no change to playstyle. Scans are random and most people dont even know or care to hide their sliced equipment any more. So item storage no longer is of the value. Entertainers sometimes use my services, but with about the same number of non-AFK entertainers as there are DE's on my server, those orders are scarce. Combat professions don't really value or understand the droids I make for the most part, as they can get better damage and better xp in most cases doing it solo. That is why you see so many "solo" groups where people just join a group to get the higher level missions and then do them by themselves. Crafting professions, in many cases, do most of their crafting at private crafting stations. I see very few wandering Master Artisans or Architects on my server. Anyway, I hope you are starting to get the picture. Without the much needed integration, there can be no large changes in the way we do things or the value that our profession has as a whole. I'm OK with that, although I wish it were different. So, for me, it is the little changes that can make a great difference in my enjoyment of the game. And at the end of the day, that is why I play. I don't play for virtual money or virtual power, I play because I enjoy the profession and the game. So, what do I think needs to be fixed? Consider the following:


- We have GOT to have droid decay. Without it, I see a small and very limited future sales potential. This is one of the main reasons that DE's leave the profession... they eventually seem to run out of customers for most of their wares. Not too many people enjoy making chassis decorations as a full time job unfortunately.


- We have GOT to have additional chassis that are clearly different from the existing ones. There is nothing "new and hot" that DE's can make. Since we don't get looted components or schematics, there is no "buzz" about us in the combat circles. When the only thing that I am needed for is to make a helmet in the DWB, the reasons why people NEED DE's is not clear. Heck, most of them know nothing about droids and even less about what DE's can do. The one thing they DO know is that....


- We NEED higher level combat droids. Face it, this is a combat centric game for many people. The expansion still revolves around combat in many aspects. To really get our name out there, we need to have something that a Fambaa can't kill easily. We need to have the combat professions attention when it comes to needing and wanting something we make besides an item storage module or a medical droid.


- We NEED to provide a service that no one else has or can provide. What services, off the top of your head can we provide that a player cant find somewhere else? No ask this same question of the weaponsmiths and armorsmiths? Players NEED armor. Players NEED weapons. Players DO NOT NEED droids. What makes them need them?


- Inherent Bonuses to chassis. Give people a REASON to choose droids over the medical center in town. Give people a reason to buy that storage droid that can hold more than a pitiful few items. Give peole a reason to buy that droid to improve their chances of slicing a droid or making a better or more powerful weapon or armor. Without these bonuses, I see no true change to this profession in the near future.


Anyway, I probably have more stuff on my mind, but I'm sure there are many people who can say this better and more eloquently. I want change, I just think we have a long way to go before change can happen. Just my 2 creds worth.







Two accounts cancelled due to lack of Dev interest

The NGE, a sad end to a great game!
BillyBobthe50th
Thu Oct 28, 2004 8:52 pm
#41






Negatarth wrote:
Make droids like ships!!! let people pick out their own droid chasis.. and then let them mount modules in them like you can with ships!! that way we have a module/chasis market!!!





If you didnt read my post, thats exactly what I suggested.



TYTACK SECAC-SCYLLIA GALAXY
CEO OF TYTACKS DISCOUNT DROIDS
LOCATED AT STC, NABOO
DigitalOne
Fri Oct 29, 2004 1:04 am
#42

Oh yes, id also like to stress this.



I know droids are intended to be suplemental companions. Droids simply help out, but dont possess a unique or crucial role of thier own in the game. They are meerly poor but accessible subsitutes for the real thing. This renders them toys, or somthing on the same level as a cuisineart. I DO NOT WANT TO SELL A KITCHEN APPLIANCE. I think its important to change the developers minds, what we want is a more critical, unique. Not necciarily something essential to people, but somthing that atleast has a distinct new funtion.
Klipshack
Fri Oct 29, 2004 9:58 am
#43

Good morning:


I believe a big help to DE profession would be educating players. I think most people don't really know what droids are for or what they can do except by word of mouth.

My suggestion is to have an optional email in the game from the system to the players each time they learn a new skill box. In the email it would tell them about what new skills they can perform (such as unarmed blind, footloose, etc.) what the skill is used for, what skill mods they have learned (terrain negotiation +20) and any new items they can now craft (such a Fizzz). Additionally, the email could contain advice on getting the most out of the skill through equipment, weapons and droids.


Thank you.

Jjiaah
Fri Oct 29, 2004 12:30 pm
#44






BillyBobthe50th wrote:





Negatarth wrote:
Make droids like ships!!! let people pick out their own droid chasis.. and then let them mount modules in them like you can with ships!! that way we have a module/chasis market!!!





If you didnt read my post, thats exactly what I suggested.





/agree 100%
DigitalOne
Fri Oct 29, 2004 12:55 pm
#45

Well. I'd like to see the following.



1. Diversity: Its about damn time we got some new chassis. Some more modules would be great. I appreciate the old ones but at this point in time those have all gotten old, This profession needs alot of new wind to keep going and stay exciting. Since we dont realy on looted components and quality so much, its very very easy to get board.


2. Decay: Its would be nice to have a system thatmainly effected a droidsmodular components than the total droid itself. Some system where the droid would break,which wouldnt neccicarily render the droiddead, but mearly useless where it would be repaired.


3. Knowledge: we need a system to get the word out, very few people know what we make, and those that do dont understand the full scope of potential in our droids. It would be nice to have a holocronsection detailing what our modules can do in detail, so we dont have to.


4: Expendable items: More more more expendable items, like BH droids, survey droids, and unprogramed modules. Some system of lowto medium end items that areexausted through use. to keep a viable source of income when droids dont want to sell.


5: More world involvement: Droped components, looted schematics, quest items. Theres more to life than baby sitting a factory, and id like to be part of that world.
CaptianBananaHammock
Fri Oct 29, 2004 6:49 pm
#46

As crazy as this sounds why not have Attack droids. Not the pansy stuff now but things like Droiddekas and SBD's and BD's. Also have the ability to equip a weapon on them. Even be able to use some skills. a level one droid just attacks with it's hands. Level 2 can use pistol,rifle,carbine. A level 3 can use Heavy weapons, and a Level 4 could use elite weapons that are like Droiddeka's double laser or the sbd's one arm cannon. Make them have relatively basic accuracy and damage with them so as classes similar wouldn't have problems with it. This would make droids much "cooler" to have and make them more of an assest. They would be interesting and fun to use.

Also another idea I have been kicking around is, DE's disabling enemy droids. Have a skill Similar to Camo that could work on droids, Then bring up a menu which would allow you to slice into a droid and disable it. Make it an easy to use menu, And the effects of said hacking could intiate states that normal combat classes can't use on a SBD. These 2 things would defintely make droid engineers much more fun to play and also have them as a needed assest.

If there are only a few droids? Make more droid mobs.



"Its a Traaaap."-Admiral Akbar


[Drolei Rageclaw-Kauri]
Rihtan
Sat Oct 30, 2004 12:15 am
#47

1. Shipwright style crafting of droids - Old modules pop out or are destroyed, we pop new modules back in. The Chassis is
forever, or until sold, destroyed, dumped.
2. Usefulness - Quit limiting droid features to specific classes. Make them work for anyone. Just make them work badly for
anyone without the skill. Possibly extend the chip option so you need a scout to program a chip befor the harvesting
module will work.
3. Ease of use - Let us bind droids to shops and have them do something. Power droids should be able to recharge other droids
for a fee when we have them set up. Let us set up a paid surgical droid in a doc's house that speeds up healing when
people use it. A programmed LE repair droid with an armor repair module in some armorsmith's shop. This will let people
get more use out of droids and give crafters another income source.
4. More modules for more profesions - We should have at least one module for every class. For weaponsmiths and armorsmiths I
suggest armor and weapon repair modules.

Message Edited by Rihtan on 10-29-2004 12:48 PM

tgtaro
Sat Oct 30, 2004 4:25 pm
#48

Here are some suggestions:

-Better use for BLL. Possibly make the BLL also a harvest droid capable of harvesting minerals, water, chemicals, etc.
-Ability to have astrometrics repair vehicles (including ships) like R2 did. This could be another module, an added feature to the auto-repair module, or an ability owned by a completely new droid.
-Ability to make battle droid and droid deka from Ep 1 & 2.
-A shield generator module which would add to a droid's defensive capabilities.
-Perhaps some type of smoke/fire extinguisher module that would blind enemies (much like R2 used at the end of Empire Strikes Back).
-More different types of droids. Just by watching the beginning of A New Hope one can see a whole bunch of droids left out of SWG.
-Creating missions or dungeons where it is essential to have someone that has an astrometrich droid. One would need to tell the astrometric droid to interface with the computer in order to gain access to certain rooms or for special info (like R2 did in the Death Star in A New Hope).
-Droid ability to project holographic images. Ok so this suggestion is basically fluff but wouldn't it be cool? Help me Obi-Wan...



In game name is
BillyBobthe50th
Sun Oct 31, 2004 12:18 am
#49

Droids get experience over time:

Say a crafting droid, over time, will start to increase in capability, Ora combat droid will be more effective in combat, starfighter droid will be able to perform droid commands faster, these bonuses would be tied to the droid brain, if droids were able to be customized like I proposed earlier, the brain can be taken out and put into a different chassis. Granting the bonuses to that droid, plus, I think the personality chip should be an optional part in the droid brain instead.



TYTACK SECAC-SCYLLIA GALAXY
CEO OF TYTACKS DISCOUNT DROIDS
LOCATED AT STC, NABOO
Vampiric_Hoshi
Sun Oct 31, 2004 5:07 am
#50

Ok, I'm gona list some key changes here. These changes would effectively make Droid Engineer a necessity in the same way houses, weapons and armour are.


Crafting

¬ Droid Crafting Stations

Droid Crafting Module effectiveness should be changed to match that of the Architect Crafting Station. This way, a Droid Crafting Module of effectiveness 45 would equaly match that of an Architect Crafting Station of 45 and thus remove the confusing issues of the difference in effectiveness and if there is any actual relation to the crafting process.


¬ Factories

A factory must require a Binery Load Lifter to function. The "schematic" would be given to the Binery Load Lifter along with the resources needed, and the BLL would then march off to the factory and begin production. This can be done from anyway on the same planet much in the same way that the Maintenance droids can be launched from the same planet. The finished factory crate would still remain in the factory upon completion, however the BLL can be sent to pickup the crates and transport them back to the owner if on the same planet as the factory. The BLL would contain its own output hopper with the same storage space as the factory. This CAN NOT be used for extra storage.


Smuggling

¬ Slicing

A Smuggler with appropriate slicing skills would be able to use his droid to slice terminals and weapons. By placing the slicing tools in the droid, the droid would then slice the item/terminal


¬ Gambling

A Smuggler with a droid that contains a gambling module would be able to set the droid as "dealer". The droid would have a selection of gambling games avaiable from roullette to Sabaac


Piloting

¬ Astromechs

More ships will be given the option to use an Astromech instead of a Flight Computer allowing a wider selection of available droids to pilots.


Repair

¬ LE Repair Droid

Though the LE Repair Droid would not contain an innate "repair" function, it would however contain a "repair bonus". Effectively, an LE Repair Droid with a Droid Repair Module will always repair at a greater value than any other droid


¬ Repairing Ships

Apilot with an Astromech that contains a starship repair module will have the option to attempt to get his droid to repair the ship during combat. This repair function will not repair the ship at 100% though may be enough to get it working temporarily.


¬ Repairing Vehicles

A droid with a vehicle repair module will attempt to repair a vehicle. It will never be able to repair at 100%


Combat

¬ Addition of "Droid Commander" Profession

The DC profession will finaly get included into the game and allow DE's to build a new range of combat droids



Abandon all hope
ArdenStarmariner
Sun Oct 31, 2004 9:26 am
#51



Iggep wrote:
This topic has been beat to death several times over. Revisit all the comments and plan that were discussed last January, prior to the droid invasion publishes. Tons and tons and tons of great ideas were thrown out then.




/agree

I just cant get motivated again to get into another cycle of blasting away at the titanium and teflon wall with the idea shotgun hoping something sticks. Good luck to the new DE's who havent gotten bloodied yet and are willing to try.




Arden Starmariner - Master Jedi, Smugglers' Alliance Privateer Ace - Eclipse.
Nemok Starmariner - Elder Commando - Eclipse.
JavelinCatcher
Sun Oct 31, 2004 10:17 am
#52


I've been thinking about this a lot recently. Here is my 10 items that for the most part make our profession much more enjoyable.


1) Considering how many components we have, we could increase crafter dependance on some of our sub-components.

Example: Factories: Now require several identical Manipulator arm package sets. In the case ofthe structure Factory, a BLL chasis is required.


2) Reconstruction kits: These kits now replenish the "charges" on modules. More on how this works below per module. The number of charges restored by the reconstruction kit depends on the sub components and the experimentation. Each Reconstruction kit is renamed to the specific type of module it repairs instead of A,B,C, and D.


3) Combat: Combat professions should each have some sort of utility tree. As is, there are several professions with duplicate types of skills which could be replaced by a) Droid Certifications b) At least 1 box of Droid controling experience. c) can be populated by various other weapon certifications. Droids loose a vitality point upon incapacitation.


Combat droids vs. Contiunity: We are not talking battle droids here. What I am talking about is more utility based. These would work similar to the JTL pilot programs (available on the toolbar just like JTL droid programs).


Program Ideas (incomplete, I would like more input on these...):


Brawlers: -Taunt program. Brawlers get low on HAM, the player activates the Taunt program and depending on the quality of the droid/modules installed, the program is sucessful or fails.


Marksmen: -Warning shot program. Works similar to warning shot, with the exception that when the next shot is fired by the player, the "target" starts attacking the droid.


Combat modules: default attack is Energy or Kinetic. However, consumable damage power-ups (which are loaded into the droid) can be bought from the Droid Engineer in order to change the damage type for a set number of attacks (dependable on experimentation).


Armor: Make the Armorsmith armor segment qualities matter in the Droid armor segments. However, have each level of droid armor segment take a different level of armorsmith segment but as a OPTIONAL component enhancer. (This also assumes after the Combat balance that each armor type will be more unique). Experimentation on the segment also dictates resists.


Level 1 = Bone

Level 2 = Malbari

Level 3 = Chitin

Level 4 = Tantel

Level 5 = Ubese

Level 6 = Composite


3) Medical modules: Keeping with the theme of decay, a medical module can operate at 100% of it's operating capabilities (ie. Level6 providing a 110% wound healing modifier) for 1000 heals/buffs (listed by the droid control unit in the datapad like so: "Medical Rating: 110% : 1000 uses"). This simulates wear. Once the uses are up, the medic/doctor would need to buy a Reconstruction kit which restores a set number of uses (depending on experimentation). Note: This method could also apply to Crafting stations, Creature Harvesting Modules, Auto-Repair modules and Trap Dispensers however, the charges would probably be higher because of frequent use.


4) Change to Stimpack Dispensers: 1) Limited Number of heals appliable by the module, same as the Medical module listed above. 2) Increase the amount healed through either: a) allowing for Stimpack-B's b) Giving the module a "Injury Treatment" Modifier. (more likely)


5) Chasis:

a) Remove the "non-advanced" models.

b) Require a chasis for "non-advanced" models that do not have a "Advanced" version.

c) Remove the Micro Sensor Suite from the Probot, and replace it with the need for 2 identical Droid Sensor Packages.

d) Droid Chasis have innate module bonuses (Examples have been previously mentioned with a few listed below).

i) Surgical droids can reach a 110% wound healing modifier with a lower level medical module. ii) Treadwell droids have a bonus +1 Structures to the number that the structure maintenance module can handle

iii) Seekers Droids no longer have the option to use "/droidtrack"

iv) DZ-70 Fugitive Tracker droids now have the option to use "/droidtrack" for 100 uses at which time the # of uses reaches 0, the Bounty Hunter would have to buy a Reconstruction kit to restore a set number of uses to the droid.

v) Power Droids no longer need to be recharged by a "Droid Battery."

vi) LE Repair Droids now provide a bonus to repairing weapons and armor, but cert'ed to Weaponsmiths and Armorsmiths for a set number of charges which can be replenished with the Reconstruction Kits.

e) Binary Load Lifters now have 2 cluster module sockets to make it on par with the R3.

f) EGP/EMM module schematics are now at Novice DE. (c'mon, we know they won't increase the dependancy on MA for the other crafting professions)

g) Droid Item Storage Modules now work in Surgical droids.


6) Interplanetary Survey Droids:



7) Modify the name filter to allow numbers in the naming of Droids.


8) [JTL] Require a droid/flight computer in order to make Hyperspace calculations.


9) [JTL] Upon Death in space, a Droid's datapad is completly cleared of all space-related programs requiring the pilot to reprogram his/her droid on the ground. Because this seems like a potential pain, Droid Engineers will get a additional crafted item: a Droid Memory core. A Droid Memory core allows the pilot to "back-up" the current stored programs which can be restored once on the ground. Obviously, these are also consumable with the number of charges experimentable (this makes sense because with lesser materials, backups decay quicker. Also better materials make the media last longer). A pilot then has the options of reprogramming the droid via the memory core backup or completly new unprogrammed droid memory modules individually.


10) [JTL] Flight computer schematics should be brought more in-line with creating a droid of equivalent data level (this includes restoring the Level 5 & 6 data modules to their old schematics)

Message Edited by JavelinCatcher on 10-31-2004 12:23 PM



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----Nolhta Fyoen----Master Droid Engineer----TestCenter
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