Droid Engineer Archive
Thread: Ideas for new modules and droid types.
After finishing analyzing all our droid schematics, modules and harnesses I'd like to share some ideas with you. The first thing I'd like to point out is that the only droids that do anything special from any other droids are: Power, Seekers, Arakyd Probes, DZ70s and Probots. I know that the devs ".changed it so that most any droid could have most any ability, for the sake of giving more variety to the droid engineers", but most of us would prefer droid uniqueness over flexibility and it was the #1 issue stated in the first Droid Engineer Correspondent report.
I've worked out what I think would be a good compromise between the two extremes. I started by grouping all the modules into relevant categories then examining the schematic for each base and advanced droid. I discovered having a base and advanced version of each droid is redundant. The bolded droid lists the harness types I propose for a new schematic prototype. The original droid prototypes with X refers to eXisting harness schematics.
Defense Modules (D)
Armor Levels 1-6
General Modules (G)
Data Levels 1-6
Item Levels 1-6
Medical Levels 1-6
Service Modules (S)
Weapon Droid Crafting Station
Food and Chemical Crafting Station
Clothing and Armor Crafting Station
Structure Crafting Station
Repair
Slicing*
Surveying*
Personality (P)
Stupid
Sarcastic
Prissy
Worshipful
Slang
Geeky
General Purpose Droids:
MSE-6: D1, G1, S0
MSE-6: D0, X1
MSE-6 Advanced: D1, X2
Binary Load Lifter: D3, G2, S2
Binary Load Lifter: D1, X0
Binary Load Lifter Advanced: D3, X0
Tracking and Probe Droids:
Seeker: N/A
Arakyd Probe: N/A
DZ70 D1, G1, S1
DZ70: D0, X1
DZ70 Advanced: D1, X2
Probot: D2, G1, S1
Probot: D1, X0
Probot Advanced: D2, X2
Repair, Power and Astro Droids:
WED Treadwell: D1, G0, S2
Treadwell: D0, X1
WED Treadwell Advanced: D1, X2
Power: D1, G0, S1
Power: D0, X1
Power Advanced: D1, X1
R5: D1, G1, S1
R5: D0, X1
R5 Advanced: D1, X2
R4: D2, G1, S2
R4: D0, X1
R4 Advanced: D2, X3
R2: D2, G3, S2
R2: D1, X3
R2 Advanced: D2, X5
R3: D2, G3, S3
R3: D1, X3
R3 Advanced: D2, X6
Conversational Droids:
Analysis (new see: JN-66, SP-4): P, D1, G2, S0
LE Repair: P, D1, G0, S3
LE Repair: P, D1, X2
LE Repair Advanced: P, D1, X3
Protocol: P, D1, G3, S0
Protocol: P, D0, X0
Protocol Advanced: P, D0, X2
Surgical: P, D1, G2, S1
Surgical: P, D0, X2
Surgical Advanced: P, D0, X3
It is also my opinion that the Cluster module function should also be changed to allow two similar modules to be stacked together for cumulative effect. Since we cannot change modules post construction, this would aid non-Master Droid Engineers in being able to create useful droids as they further their career. Likewise with the proposed prototypes the redundant step of creating a cluster socket could be bypassed.
Cluster Modules:
General Droid Module Socket Cluster: This module function would allow two similar General modules to be stacked together for cumulative effect.
Change schematic:
from: Requires 3 Droid Service Module Harness (Optional)
to: Requires 2 Similar General Module Harnesses
Move from Expert Droid Production to Intermediate Droid Production
Defense Droid Module Socket Cluster: This module function would allow two similar Defense modules to be stacked together for cumulative effect.
New schematic:
Requires 30 units of Metal
Requires 15 units of Metal
Requires 7 units of Metal
Requires 7 units of Chemical
Requires 7 units of Low Grade Ore
Requires 2 Similar General Module Harnesses
Add to Intermediate Construction Techniques
New Modules:
Slicing Module
Each week at least one thread pops up regarding droids and slicing. Most of the suggestions center around either enhancing a Smuggler's slicing abilities or enabling the droid with Smuggler like abilities. The motivation behind the desire is clearly a fascination with R2-D2's slicing abilities as portrayed in the movies. I do not believe a droid directly or indirectly slicing a terminal for illegal monetary gain, weapons and armor beyond 'safety standards' or unlocking secure containers is in keeping with the continuity of the Star Wars saga.
However, it did occur to me that the slicing activities we saw R2-D2 doing would earn him a Temporary Enemy Flag. Which got me to thinking about Faction Bases. Four of the five steps required for either taking control of or destroying a faction base were exactly the kind of slicing activities I believe a droid should be capable of doing:
1) Jam the Uplink Terminal (requires Bounty Hunter: Investigation II)
2) Slice the Security Terminal (requires Smuggler, Slicing I: Terminals)
3) DNA sequence the Override Terminal (requires Novice Bio-Engineer)
4) Switch alignment of the Power Regulator (requires Commando, Heavy Support Weapons I)
5) Activate overload at primary terminal (Control: anyone can do) (Destruction: requires Novice Squad Leader)
In regards to step five, a droid either isn't necessary or would probably be against the droid's programming. A droid with these slicing abilities would give us a product in the GCW beyond a combat pet and be in keeping with Star Wars continuity. If devs or players feel these activities are intruding on the role of Bounty Hunter, Smuggler, Bio-Engineer and Commando in the GCW, then a timer could be either added to or between each step.
Survey Module
The function of this module would be to grant a Surveying Skill modifier of +20 to the droid's controller. This modifier should enhance a Surveyor's range to the next tier and grant the ability for non-Surveyor's to Survey but not Sample as follows:
Surveying Skill 20: 64x3
Surveying Skill 40: 128x4
Surveying Skill 60: 192x4
Surveying Skill 80: 256x5
Surveying Skill 100: 320x5
Surveying Skill 120: 384x6
For consistency purposes the following changes are also recommended:
Increase Surveying I Improved Results Skill Modifier from +15 to +20
Decrease Surveying IV Regional Surveying Skill Modifier from +25 to +20
Schematics
All our schematics need to be reviewed again for consistency.
'Spy' droid.
You leave it in a place, and it reports to you everything it hears.
Just one thing i would like to point out... the trainer droids can never and never should happen, andI will tell u why... Anyone who goes into a cantina will notice all of the macro entertainers who set up their macro and go to work (RL) or somewhere else for 8hrs. If you had a trainer droid people would do the same thing and there would be absoulty no reason for hunts, parties, or anything you could just set up a macro walk away for a day or what ever come back and you could get enough exp to be a Master fighter.
p'mp steven corbantis tatooine
Im not a droid engineer but i think it would be cool if they added for the higher up engineers to create IG assasin droids and Droidekas. Just a thought for a better combat droid.
I know this thread is probably dead, but I thought I would chime in anyway...
I like a LOT of the ideas for surveying droids, legit repair droids. Here is what I think are the most important:
Combine forces with Architects and have a droid specifially for architect use. Hopefully they will implement decay for the poor architect class and when they do, they should have a droid to help them. Architects can then use/send a droid to a location to fix a structure and collect payment. Architects could load them up with parts or materials and program them for specific tasks. (if decay included the replacement of a 'generator turbine' in a house, etc).
I like the idea of a crafting droid that is high level and can produce identical items, albeit slowly. Factories are super expensive, most people don't need them all the time, and they take up a slot (or is it two)?
Combat mods are another thing. Why have no choice in weapon type or strength?
I have always liked the idea of a roving maintenance droid. Put 2000 energy in it and feed it some waypoints (max depending on what kind of module is in it, or just freeze it at two), and have it go perform those tasks.
I also think people should be allowed to have nearly unlimited droids, and what mods can be placed in what droid chasis should be more limiting. Allow higher level droids, like R2's have a wider selection. Add more chasis at lower levels but only allow them to have one or two types of mods in them. Perhaps only allow people to carry 5 droids at once, but allow them to have another 2 or 3 at home.
A bartender/waitress type droid (so people can make their own cantinas... allow the bartender droid to serve as a sort of vendor and add additional personality chips that would be in line with that.
1. More Combat Droids - Base them off Damage Type, Speed, and Fire Power
2. Chaging Droid Stats - Like with WS, Combat Droids Speed/Damage is based off the Skill of the DE and the Stuff used to make the Droid.
3. Custom Built Droids - Allow the DE to use "loot" and "junk" like Broken Data Pads and all that, to improve a Droid. Like making something stronger, or give it more hitpoints. Harder Mobs give better Droid loot.
Modules
1. Combat AI Module - Makes the Droid Smarter, giving it better Tactics at each level.
2. Combat Healing Module - Gives the Droid the power to use small Stim A's or B's to heal with. (gotta stock it first) Better heals at each level.
Droids for all Seasons (and Professions too)
I'd like too see at least one droid or module that can be of use to every profession. If a droid can't be given a unique ability to offer, make a module that gives a resonable skill bonus, that each profession would like. Additionally, for every tedious aspect of the game that players complain about there could be a droid that makes it less painful. ![]()
Instead of having Personal Crafting Stations and Droid Crafting Modules compete, have them synergize. One alone works as it does currently, but having both provides a skill bonus.
Your droids and your house. It would be nice to see active droids placed in a home with a use. Perhaps droids could be donated to a house much in the way turrets can be donated to a faction HQ? Protocol drods might lower maintenence costs, and droids with crafting stations could be left permenantly up.
Looking ahead to future game updates....
Pilot droids. Either as assistans, nav computers, or as automated cab drivers hauling the vehicle to a set waypoint.
Administrative Assistants. Those up and coming politicians are going to need help running a city. A protocall droid seems match made for the job. Best of all nothing is in the game yet, making adding something here less likely to muck things up.
Mechanic Droids. Making starships and speeders can't possibly be a one person job. If PCs do eventually get to craft them, making droids have a key role in assembly would be at least worth thinking over.
Droid Customization...
What does this skill do? hell if i know. i havent been able to use it yet. One of my first impressions of the skill (and this would be a cool addition for Droid Engineers) is that you could use it to take over droids that you or your group have slain. The droid could be considered broken so you would have to repair it and depending on what type of lvl of droid it is it can only be controled by a DE. One way they could do this is a loyalty factor.
Back to the customization thing.... i wouldnt care about being able to make the droidekas if i could take over the ones i kill on lok. and if maybe another way that i would be the only person that could control it would be to make a statuse where it "attempts to go agro" and then you have to use your customization skill agian on it and there is a chance on it failing and the droid would start attacking you again.
- DNA Sampling Modul
Lets you sample DNA onAnimals and sell it later to Bio engineers
- Translator Modul
The Droid, if it has a personlaity Chip can translate any language in its range.
IMPORTANT ISSUE!!!
Make Module Efficency Caps by Droid Type
Like a Surgical can have 110% medical but non other type can even if Moduls of high efficency are build in em.
MSEs are leading for DATA Modules, LE Droids are leading in Storage, R2s are jack of all trades but not as efficent as a Surgical in medic etc... u get the Idea
We shouldnt have Probots with 110 Medical a Chem Craft Station and a Repair Modul amking other droid types obsulete!
To add to something that Isawon to Bahl's post, we NEED to ba able to be able to make Navigation Modules for Astromechs when ships come out. Ifwe can'tput an R2 inour ships, thenit's notStar Wars we're playing(no need to follow up with usual about pets and how it isn't SWright now, I think we've figured that out already). This is something that they need tofigure outbefore they give us ships otherwise we'll probably never get it. Don't ask me what the modules would do, I have no clue how they plan on making space travel work(if it will).I just know that they need to be there. Ideas..?
Someone said that droid persistance should be in play and that they could then tend to houses. I think that there's another option. What if there were home tending type modules that could be put in droids. This triggers a spot on the radial menu to add a droid to your home. That would bring up a menu with a list of Droids in your Datapad that have the modules. Selecting one makes the droid unavailable for use, but he then walks/rolls around your house and adds a bonus, like less credits per hour for it beingthere. I don't know if there's an efficiency different in houses like camps, but maybe Medical Modules could slightly increase healing rates for those inside the house and Repair Modules can fill up the bars on combat droids that have damage faster. I'm not talking black bar damage, just general damage. This droid shouldn't count against any limits to droids that a person can have out.
On a similar note, I think I saw a picture once of a Power Droid with it's legs pulled up and was hanging attached to a machine. Maybe they can do something similar for factories and harvestors. You attach the Power Droid and it could give lower rates to pay and keep it powered until you remove it. I'll have to look around when I have more time and see if I can find the pic to double check.
-Lee
Sorry if this has already been posted, I didnt read through the whole message.
But I think THIS would help novices out alot:
"MSE-6s are general purpose droids with multiple capabilities, but singular function. Their box-like shells conceal articulated manipulators, and can hold a single modular circuit matrix, or "C-matrix," which housed one skill. Common skill packages for MSE-6s include janitorial cleanup, security, basic repair and communications. MSE-6s could chain together to form a tiny train of droids with multiple skills.
Mouse droids also serve as guides, leading troops through the long corridor mazes to their assigned posts. Since such duty requires them to have complete readouts of their assigned sections, they are rigged to melt down should they be captured by insurgents. This gives a mouse droid a strong self-preservation instinct, and they will flee if confronted with danger.
That was taken from: http://www.starwars.com/databank/droid/mousedroid/eu.html.
As a smuggler i thought i might add something to the slicing module ideas....
As a slicer you need a slicing knife and either a clamp or node for testing... nodes give you about 75% chance of getting the right wire when used, clamps give 100% (for those of you keeping score at home).. knifes are required to make the cuts obviously....
Id like to see an droid module where i dont need to continually make more tools everytime i slice... im not saying that there should be a horn of plenty slicing module - but maybe one that you have to repower every 50 charges or something as opposed to one clamp/node per slice & 10 charges in a knife.
Perhaps the tools that can be used (level 2 slicers get nodes, level 4 ones get clamps) depends on the user too so we wouldnt have novices slicing with expert level success.
Also if the droid allowed for additional terminals to be sliced as the smugglers are asking for in their forums - most specifically id like to see the travel terminal sliced for lower or free travel. These are just my thoughts on it, im not a DE.
1. In case of getting Harvester Droids, they should have maintenance and energy costs, of course with an interface and info window for knowing the max distance they could run. As a feature they should be able to be incapped when agro Mobs are on their way back home, so you have to locate it with a seeker droid and empty it by yourself, then it might explode ![]()
2. A Module that plays songs for you from the original Star Wars films. No Entertainer-Healing, just playing songs while you are crafting, or at a Bar-B-Q with your friends. Maybe it is possible to include some own titles from harddisk, that could be shared with friends.
3. A Locating Module would be fun, with a locating module you can find your friends easy, no matter where they are. The target arrow should follow your friends and be visible on the planetary map.
more to come soon ![]()
Whelben Mystmir
Droid Engineer, Gorath