Droid Engineer Archive
Thread: Droid Module Focus (Structure Maintenance): Information, discussion and bug-reporting (04/24/04)
Stormkraken
Wed Apr 21, 2004 9:48 am
#53
House and factory maintainence is a joke. Whenever I am home I just dump 10k worth of credits intoeach terminal and I am set for at least 3 weeks. The real pain comes from maintaining the harvesters. And once again, it's not the credits or the power that's giving me the problem, because the harvesters have enough of each to run several weeks. The problem with the harvester is resource shifting or hopper getting full every four days.
TheRealTK421
Wed Apr 21, 2004 9:54 am
#54
TC update notes from today...
"Droid Modules: Structure Maintenance Module - Structures on other planets can now be maintained."

/bow
"Droid Modules: Structure Maintenance Module - Structures on other planets can now be maintained."
/bow
Respectfully,
Straker_Atrella
Wed Apr 21, 2004 1:15 pm
#55
Very nice, while not as good as remote status checking and power, I can see this being much more useful now.
Kollos
Wed Apr 21, 2004 1:22 pm
#56
Straker_Atrella wrote:
Very nice, while not as good as remote status checking and power, I can see this being much more useful now.
Agreed. Being able to pay maintenance on off-planet structures is much better than only being able to tend to on-planet structures.
Still won't use it, however. Maintenance alone doesn't do me any good. The droid needs to also be able to tend to a structure's power needs or I still have to make a trip, which means the droid did do me any good.
I'm noticing a trend in this patch - there are good ideas included, but they haven't been implemented well enough to make them desirable to a majority of players. 
LonelyGhost
Wed Apr 21, 2004 10:50 pm
#57
It shouldn't be too hard to give us a status window on the structure tho. One that will give us the basic rundown - Is the harv "on", is the hopper full, is it off because the resource shifted, what is the current power/maint levels.....
TheRealTK421
Thu Apr 22, 2004 12:23 pm
#58
Just to let everyone know...
TheRealTK421 wrote:
TC update notes from today...
"Droid Modules: Structure Maintenance Module - Structures on other planets can now be maintained."
I was all set up to test this tonight and I totally spaced it. By the time I realized I'd forgotten to use "Assign Droid"...well,.../looks at the clock.
Ouchies.
I'll get this running tomorrow and report in.
/bow
Respectfully,
Erillion
Fri Apr 23, 2004 4:35 am
#59
>>>>
Agreed. Being able to pay maintenance on off-planet structures is much better than only being able to tend to on-planet structures.
Still won't use it, however. Maintenance alone doesn't do me any good.
>>>>
Customer base :
The lazy ones. Those who get a message on Dathomir "Your structure is damaged. Only 3 % remain." because they forgot about it. They would not make it in time to safe the structure. Happened to MANY customers.
Those who forget easily. I know customers who forgot about their storage houses, factories, city facilties, harvesters and lost them due to low maintenance... and even seeing the structures on a (check)list on their droid would help them a lot.
----------
One thing should be easy to implement before the Tuesday patch ... an indicator if the harvester is on or off. That would be HIGHLY useful to many people. Should not be THAT hard to code. !!!
Have fun
Delos (Naritus)
Tyrien
Fri Apr 23, 2004 4:49 am
#60
Personally with vacation time coming up I see 1 big use for this module. That being for those people who load their harvesters to handle a spawn rolling but then need them upkept while they disappear from game for 2 weeks to the middle of no where.
This way they program it and transfer the droid and the person maintaining them doesn't need to have a datapad full of waypoints to track down.
Just my $0.02
-Tyrien
This way they program it and transfer the droid and the person maintaining them doesn't need to have a datapad full of waypoints to track down.
Just my $0.02
-Tyrien
BoAbdor
Fri Apr 23, 2004 4:03 pm
#61
What about this idea for these modules. If I was a politician and wanted to entice people to live in my city, I could charge a small maintenance tax and then use the funds and a droid with this module in it to maintain all the structures in the city. "Come to my city and your maintenance worries are over! We will maintain your house for you for a small fee". Any thoughts?
Robotdonut
Sat Apr 24, 2004 3:07 pm
#62
As a Master Merchant I get a 20% reduction in maintenance fees. Has any one tested to see if after the droid has added the maintenance to the structure if the 20% reduction is still applied? I know that if a non-merchant adds maintenance tomy structure with the 20% fee reduction the 20% reduction will dissappear. Only when a Merchant with the proper skills adds maintenance does the 20% maintenance fee reduction get added to the structure.
WarHero1016
Sat Apr 24, 2004 7:09 pm
#64
I know its been said already but all they have to do is allow the droid to deposit power as well as credits and THEN this module would be extremely usefull for many people. Is there a known reason why they decided to leave this out?
Message Edited by WarHero1016 on 04-24-2004 07:09 PM
TheRealTK421
Sat Apr 24, 2004 8:03 pm
#65
Robotdonut wrote:
As a Master Merchant I get a 20% reduction in maintenance fees. Has any one tested to see if after the droid has added the maintenance to the structure if the 20% reduction is still applied?
I know that if a non-merchant adds maintenance tomy structure with the 20% fee reduction the 20% reduction will dissappear. Only when a Merchant with the proper skills adds maintenance does the 20% maintenance fee reduction get added to the structure.
WarHero1016 wrote:
I know its been said already but all they have to do is allow the droid to deposit power as well as credits and THEN this module would be extremely usefull for many people. Is there a known reason why they decided to leave this out?
Adding credits isn't quite the same as adding something from your inventory like power. I suspect that they likely could do it (technically)...but they may not be ready to do so. This might well be one of those 'We can put it at the top of our list if we really want it' things, if we want...but I don't really seem them too keen on the idea.
I might, however, be able to see if I can get the to add viewing (only) the current Power level that's in the harvester/factory in question. I think that information alone would be fine. /shrug
/bow
Respectfully,