Droid Engineer Archive
Thread: Ideas for new modules and droid types.
Go right down the list at starwars.com/databank/droid/ Add any droids/modules that would be needed to make these work.
2-1B (Too-Onebee) Surgical Droid
4-LOM Insectoid BH Protocol Droid (probably an NPC)
8D8 (Atedeate) Jabba NPC
ASN-121 Assasin Droid from EP1
asp droid Worker Droid
astromech droid R series
battle droid EP1-2 Federation Battle Droids
Blue Max Slicing Droid
Bollux Counterpart to Blue Max
CZ-3 (Seezee-Three) Jabba NPC
Dark troopers Are droids! Imperial DE spec…
droideka (destroyer droid) Combat
dwarf spider droid Combat
EV-9D9 (Eve-Ninedenine) Jabba NPC
FX-7 Medical Assistant Droid
Guri Human Replicant
hailfire droid Combat
homing spider droid Combat
IG-88 BH Droid
Imperial Mark IV Sentry Droid Surveillance
Probe DroidProbot - Survey Droid
Imperial probe droid "Viper" Probot - Imperial DE spec
IT-O Imperial medical/interrogation Droid
JN-66 Jedi Analysis Droid - Rebel DE spec
LE-BO2D9 (Leebo) Smuggler
MSE-6 droid Mouse - Information Only
pit droid Repair (Pod Racer)
PK droid Maintainence
power droid Power
protocol droid Translation
RA-7 Death Star Droid Insectoid Imperial Protocol Droid - Imp DE
RIC-920 Rickshaw transport
salvage droid Wreckage Transport
Sith probe droid BH Tracking droid
SP-4 Jedi Analysis Droid - Rebel DE spec
super battle droid Combat
WA-7 Food Service
Why not a throw-away droid like the seekers that tell Bounty Hunters where there mark is?
A survey droid would be a one shot deal that would scan the entire planet you are on for one resource type and give you an overlay on the world map of the resources percentage overe the entire area.
It seems these items are already coded and would be realitivly easy to build into the game.
Make it so that only those with survey 4 could use the droid and it doesn't even interfere with existing skills.
Regarding mods that allow non-specialised players to do specialised skills:
Very very starwarsy... but not going to happen.
A med mod that allows non-medics to heal HAM or wounds will not fly with the medical community. I know this is very starwarsy and I think it would work but you will never get the medical community to agree to it.
A slicing mod that allows non-smuglers to slice something will never fly with the smuggler community. You can talk about R2-D2 slicing this and that until you are blue in the face, you will never convince the smugglers to agree to it.
Any mod that replaces ANYTHING a profession based skill does will never fly.
And that is really sad because that is how I see the Star Wars Universe.
Regarding mods that enhance skills that the player has:
This is our only hope for ANY new mods. Just like the medical mod allows medics to heal more efficiantly, we need: slicing mods that allow smugglers to slice more efficiantly, music mods that allow musicians to play better, construction mods that allow architects to build more efficiantly, chef mods that allow cooks to cook more efficiantly... and so on.
We should be concentrating on enhancement modules, not replacement modules. As much as I want Droids to do Star Wars type things such, as heal wounds, it will not happen in this environment. If the DEV's had had this implemented from the start than we would have a chance, but they didn't so there isn't one.
Type of modules I would like to see:
Mineral survey module (used just like a survey tool but with increased effect)
Chemical survey Module (used like a survey tool) (do this for all the survey tools except solar)
Solar panel module (increase the droids longievaty between needing charges from a battery)
I liked the ad barking module idea. (think i mentioned this before in other post)
I like the weapons module idea to add different weapons to a droid.
I like the repair armour/weapon module idea
adroid repair module that heals white damage and leaving the regular repair module that heals black damage.
Types of Droids
new combat droids: R7 assasin droid (combat type melee)
I am of the opinion that droids in Star Wars should be like Swiss army knives, x1000. We can achieve this if the powers that be introduce A LOT of new modules. This will help us make more droids, make them more present in the world, and MUCH more useful to us and their owners.
I have come up with just a few module ideas that I think would really help DE's and the state of droids in the game as a whole. PLEASE, I'd like to keep this thread constructive, so if you can come up with good ideas for new modules, post them here. Imagine having 20-30-40 different module types, which cater to all the classes in the game?! ![]()
Self Destruct Module:
Built in conjunction with Weaponsmiths, perhaps.Can only be placed in Probot droids, basic or advanced. When the droid is incapacitated by an attacker, the droid activates a self destruct mechanism which destroys the droid >>permanently<< while doing 300-500 damage to the attacker. If higher level combat droids are developed by SOE, they should also have the ability to receive this module.
Shield Generator Module:
Built in conjunction with Armorsmiths, perhaps. Can be placed in any droid type. Treats the droid as a portable shield generator, allowing it's protection to be assigned to two PC's within a short range. Players only, no pets or creatures can receive this protection.
Combat Trainer Module:
Built in conjunction with a Weaponsmith, Teras Kasi Artist, or Master Brawler (different variants). Can only be installed in a combat capable chassis. This would enable the droid to perform advanced training techniques for Marksmen, Teras Kasi students, or other combat classes. Similar to the trainer droid Luke Skywalker used to hone his force skills onboard the Millenium Falcon, it would provide a slow, but steady amount of experience to the trainee in a specific skill. These droid modules, however, require four times the normal amount of power than a regular droid and, by their very nature, tend to slightly damage their trainees in the process (Warning: would need to incorporate serious anti-AFK-macroing checks and balances).
Harvester Modules: (Four distinct module types: Mineral, Gas, Flora, Chemical):
Built in conjunction with Master Artisans, perhaps. Can be placed in any non combat type droid. Allows the droid to perform very basic harvesting abilities (roughly half that of a personal harvester), but it's mobile. Consumes a higher rate of power than normal.
Advanced Munitions Module:
Built in conjunction with Master Weaponsmiths, perhaps. Can only be placed in combat capable droids. Replaces the droids typical "blaster" bolt weapon system with a far more damaging, armor piercing variant. This would be highly useful in eliminating enemy droids, vehicles (such as AT-ST's), and fixed fortifications, while not as effective against enemy personnel. Would include much more "intimidating" visual attack styles. Hehe.
Vendor Module:
Built in conjunction with Merchants, perhaps. Can be placed in any non combat type droid. Allows the droid to act as a portable, mobile vendor. Can contain only as many items within it as can fit within it's storage module (which must be included in the droid also). Advanced modules may also allow you to program "sale pitches" as one might find in the Merchant skills. Useful for visiting big cities and making new sales.
Tactical Combat Module:
Built in conjunction with Squad Leaders, perhaps. Trains the droid to utilize sensors and advanced tracking algorithims to relay, predict, and plot enemy activity in combat, while relaying this information to all >>group members<<. This translates into a +5 ranged accuracy bonus for all members in a group (just an idea, can be something else also). Can only be placed in a combat droid.
Entertainer's "Conductor/Helper" Module:
Built in conjunction with Entertainers, perhaps. Would allow a non-combat droid to be programmed with a song "script" similar to what is currently already done with patrol points. The droid controller could program an entire series of bandflourishes to be executed in an exact, specific order, complete with visual effects. The droid would save the song and "conduct" the entertainers in a group in an exacting pattern, similar to what is currently done with bandleader /bandflourish commands. In addition, this module would allow any tips to be donated directly to the droid, and instantly divided evenly among all members of the entertaining group.
Merchandise Tracking Module:
Built in conjunction with Merchants, perhaps. Would allow anyone to be able to access the Galactic Bazaar system to view their own auctions, their current prices, their auction times remaining, etc. This is similar to many of the "Ebay Helper" programs you could find online, but in the game of course.
Gambling Module:
Built in conjunction with Entertainers, perhaps. Would allow for mobile gambling stations. The owner of the droid would have to supply the "bank" to the droid, with a minimum of 10,000 credits. Anyone could access the droid while the droid is active and play the game (perhaps add a new game to the SWG universe, instead of just roulette or slots), with any payouts coming from the droid bank. Any winnings would also be stored in the droid for the owner to retrieve, but it could not be withdrawn below the 10,000 credit minimum. It is possible to break the droid bank, of course, in which case the owner would have to re-deposit another 10,000 credits to resume the gambling operation. Possible risk and reward, like Vegas on legs. Hehe.
Imperial / Rebel Enemy Scanning Module:
This unit itself cannot be built by DE's, but the module can be purchased with faction points from the faction recruiters. Once the unit is purchased, it can configured into the chassis of a combat capable droid. Once the droid is built, it's owner can command the droid to "scan for all enemy personnel" and act exactly like a covert scanner, with a much smaller radius. The droid cannot do anything but this action, however, since all the droid's processing power is tied up in it's constant scanning of the area. This would greatly increase the need for Droid Engineers to participate in the GCW and cause much more concern among covert members of all factions, thus greatly "heating up" the Galactic Civil War.
Highly Advanced Droid Experimentation Module:
Built in conjuction with Master Artisans, possibly. Highly suggested for combat droids only. Would allow for the "tweaking" of various aspects of the final droid assembly which currently cannot be accessed, such as attack speed, damage, range of fire, HAMs, % resists to specific attack types, etc. This would be like adding a "powerup" to a droid, similar to what one can do for a firearm. Experimentation on this module would yield mixed results, with great results being quite rare, and always dependant on quality of materials. (Until SOE finalizes the experimentation system, this is just an idea... if the experimentation system is finalized and aspects like HAM's can be modified on a per-droid basis, this still may be of use in tweaking the other, aforementioned aspects of combat droids).
I did not read all of the posts,
My idea is to make droids consumable.
For instance an architect can insert into the Large House Deed an optional component - Power Droid.
This gives the Large house better maintainence prices, with a power droid as a component the cost goes down.
This is only one example of consumable droids, can you think of more?
Think about vehicles, they have droid units that repair and maintain the systems of the vehicles. This would also make the economy go up for the DEs.
I am fond of the idea that combines a Bounty Hunters Seeker Droid and a Survey tool. Simply make an extra slot for a survey tool into the droid schematic and allow the Survey Seeker to travel the planet looking for a single resource. Let it send the owner the 5 best waypoints with percentages and let this droid be a onetime use item.
I also like the idea of adding some kind of energy capacitor to Harvestors and Factories and then allowing a Power Droid re-charge the capacitors. This would give the Power Droids one more utility.
I do vote in favor of allowing DE's to be allowed to call out more than one droid at a time. Currently adding a repair module to a probot does not heal its own Blackened HAM.
Redskull Lobobo, DE
Talus, Tarq.
>>>This isn't exactly a new module or droid idea (sorry to anyone who posted this earlier in the thread), but rather an idea on how to use modules in the existing droids. I think that droieds should only be able to modules of which they are the equivalent level. So a MSE droid can use Level 1 modules, but not level 2 and up. That way, it would take an Advanced R3 or Protocol droid to use the Level 6 droids. It keeps us from having to sell MSE droids with Level 6 Medical modules. ![]()
If this were true, then an R2 could never have any modules, since the Global Droid Cluster Module is a level higher than the R2 which requires it.
Great ideas! I have one small comment, I would like to see the combat class of droids have the ability to perform "combat specials" I am not overly concerned with how much damage output my droid does but I would like to see blind, intimidate, stun, etc. etc.. To me this would be a great combat multiplier but certainly would not be "broken" or require a heavy dose of the nerf! I believe it is useful and passes the common sense test (a droid equipped with a very bright uni-directional light could certainly blind an opponent it targets, a droid could have a loud shrieking siren that could stun an unprepared opponent so forth and so on)
Just my 2 credits,
Irtad (Lowca)
Here's one idea that helps on multiple fronts and that I haven't seen discussed.
Give DEs a new module that would be used by architects when creating major structures such as houses, harvesters, and factories. These modules should give the ability to remotely check the status of the given structure. For houses, you should be able to see the current maintenance state and the number of items in the house. For harvesters, you should be able to see the current resource, the current maintenance state, the hopper contents, and the current power state. I don't own a factory, but I'm assuming the attributes would be similar.
These modules would allow data visibility only (very similar to the Programmable Logic Controllers used on major manufacturing equipment). They would not allow you to extract resources, pay maintenance, or deposit power. Only to view the status. If the DEVs created a new type of data entry (structure) for the datapad, the modules could even be accessed simply by clicking the show details radial in the existing datapad.
I don't know about everyone else, but I would pay $$$ to not have to constantly run to my harvesters to see if the resources shifted out from under them. I only get to play about 1.5 hours / day and I hate spending half of that time running and checking on harvesters. It would also make the use of harvesters more accepted by some players. If possible, these modules should be allowable "add-ons" to existing structures. If not... there's another money sink.
was thinking about the factory mod i suggested earlier...since identical parts are supposed to be a pain to make here is a more balanced version.....
Identical Part Module(or Factory Module):
This module when placed in a droid containing a craft station allow the owner of the droid to place a schematic(only one type, weapon, armor ect.)in the droid. The next time the crafter opens his crafting tool a dialog window will appear asking he the crafter wants to make the schematic part or another schematic. Assuming the crafter needs identical parts, they would choose to continue crafting the part from the pre-loaded schematic. The part would require specific named resources and all crafting would appear to be the same. Except that the complexiety would be double a.k.a the more complex the opbject the greater the chance of critical failure. Also no additional experimantation would be allowed. The created part would be identical to all others made with the schematic (same serial number).
This would be a great mod for those whom shun factories or just are in hurry ![]()
2 Suggestions:
1) A survey droid much the current seeker dorid. Use one and it returns a waypoint of the larget consentration in a 3000m radius. An advanced version of the droid would do the entire planet.
2) A guild management mod. This would act the same way as the guild managment terminal; however you would not have to have to send new members to the PA hall, they wuold just have to be near the droid.
Nostradamus Smyth
Expert Droid Engineer
Self-destruct module: ![]()
- Destroys the droid and inflicts 10,000 blast damage to everyone and everything within 100 meters.
- Destroys player and non-player buildings, including those in cities.
- From a distance it is visible as a mushroom cloud and can even be seen from the otherside of the map as a bright flashon the horizon.
- Installable in an MSE droid.