Droid Engineer Archive
Thread: Publish 8 (Droids Rebuilt) Test Center Reports, comments, opinions and discussion
Message Edited by DarkBShadow on 04-12-2004 09:31 PM
A few more comments from what I've seen so far.
First, the structure maintenance modules don't seem to do anything for vendors (makes sense since they do say structure).
Second, seems everything is showing up on deeds now (forgot to check if combat stats were showing, will do that when server comes up).
Deeds are completely customizable during construction
HAM has been greatly increased, I think I got my R4 up to a little over 5k maybe (that was 80% experimentation I think) and DZ70's were comming out with 2.5k+ (both these were advanced).
There are 3 levels of maintenance modules, so I'm not sure exactly what each level does yet (no structures up right now).
Wow.
But weren't we told specifically that things like survey, maintenance and healing droids couldn't be done? That they were either too hard to implementor too unbalancing?
Howler2 wrote:
Does the "Level3" structure module take different resources??
not sure, its master level... I should have master in a couple days, and I'll probably get the schematics screenshots from someone else before then.
Also, combat droids are still only showing combat rating, no damage/speed stats on the deeds.
What about >CL13 combat droids? Doesn't look like it.
Jenden wrote:
and they're up! check out the schematics (this is everything I've got at a 3/3/4/4 DE on TC) at http://jenden.endofinternet.net/pub8/
(and yes, I know it won't be clickable... I swear these forums hate me).
Nice work, Jenden.
SWG-Runesabre wrote:
What about >CL13 combat droids? Doesn't look like it.
Combat droids that anyone can operate have been significantly enhanced in effectiveness.
Yup. The LE I just made was CL18, everyone.
................................feel the love.
/bow
Respectfully,
SWG-Runesabre wrote:
What about >CL13 combat droids? Doesn't look like it.
Combat droids that anyone can operate have been significantly enhanced in effectiveness.
Does this change existing droids, or only droids built from now forward?
OrionsByte wrote:
Wow. Overall I'm very pleased with this list of modules. As someone heading for Master Musician and Master Droid Engineer, the playback module really excites me (as I'll be able to compose multiple parts to a song without having to seek out another musician to play with), as does the building maintenance modules.
I think the auto-droid-healing module will completely change the dynamic of droids in combat. If even one person has one of these droids firing off healing pulses every so often, I think we'll see a lot more droids in combat simply because less attention has to be paid to them (I'm sure the droid healing kits will still be necessary). If more than one person in a group had healing-pulse droids, well shoot, droids just became an integral and strategic part of combat.
Thestim-firing droid looks pretty sweet too. I don't know how many times I've beenin combat screaming, "Heal! HEAL!" only to be incapped 5 seconds later. This is another huge introduction.
I have a ranger friend who I'm sure will be excited about the trap shooter and harvesting modules.
I like the fact that only BHs and Smugglers can use the exploding modules. It will be interesting to see how much demand there is for these though - I guess it will depend on the yield of the explosion (which, hopefully, can be experimented on?).
I think there's enough diversity in these modules to generate 1) more sales and 2) repeat sales. It's becoming less possible to have everything that soemone would want stuffed in to one droid, which means that people will want more than one droid, and as people change professions, they'll want different droids to suit their new interests. I still wish there were some additional incentive to buy new droids though (i.e. decay).
But like I said, overall, I'm extremely excited about this list and what it means for me as an engineer and businessman. Now (or rather soon), when people ask, "What can a droid do for me?" I have a host of answers at my disposal instead of just a handful.
This really captures the spirit of what we were shooting for with droid utility modules; a little something for everyone and a reason to have a droid at your side regardless of your profession or play style.
A quick report on what I'm seeing:
- The Survey module is showing as as "unknown schematic" (at the MDE level)and isn't currently craftable.
- The Playback module (Entertainer) requires a "Dual Wave Synthesizer" part that I can't find (and may not be there).
I made the following, all of which failed functionally:
- LE Repair Adv: Creature harvesting, Scout Trap, W/D/G crafting, no personality, no armor
- Surgical: 2 Level 4 Med, Stimpack module (not in use by a Pharm 4 Medic though)
- MSE: Merchant Ad barker (no menus of any kind where possible. Is this a Novice Merchant or higher item?)
Back to it...
/bow
Respectfully,