Droid Engineer Archive
Thread: Droid Report: What's being done about this....Invasion?!?
/bow
ThingThatGoesBump wrote:
I've been lurking around for a while now. Not wanting to get into the discussions before I had gotten a "feel" for these boards. Now is the time, now is the hour and so on ...... err.... or something.
Ahhh...one who reads and studies before he speaks. My kinda guy (but please don't take that in an EricTheGreat sort of way).
Hi everyone!
I just got into the game about a month ago. I was dead set on Droid Engineering from the start and I have been working on that since I started. Am already 3/2/3/4 (Dunno if that is impressive for a non powergamer after a month?)
That depends on how you got there. If you've been doing/seeing a lot of other stuff..I'd say that's pretty good.
I messed around in-game for about 7 weeks or so before getting serious on the DE thing...but I knew, even before I picked up the box, that it's where I'd 'be' in the game for the long term.
I wanna say that I think you're doing a great job TK. I was a "professional (theirversion of aCorrespondant)for a profession in Anarchy Online for a over a year, and I know what it's like. Keep up the great work
Thanks..I'm doin' ma best! And...it's gonna better all, I promise.
I had a few thoughts and I put them in a post, that's been sliding further and further down the list.
Yea...that's gonna happen on the DE boards for some time, I suspect. Welcome aboard!
And...hopefully I gave you your first 5-star.
Respectfully,
I'm not sure if this is still considered an issue (it's really hard to keep up with all the posts on these forums) but in regards to calling multiple droids at once, I have a (partial) solution, I think.
Let people call up to 19 levels of droids.
Why? Most "combat" droids are going to be CL 10 or higher, right? So, if you up the total level to 19 (or some number less than 20, I'm not really sure what the level of a pure utility droid is) you can potentially have ONE combat droid out, and ONE non-combat droid out at once. OR, you could have TWO non-combat droids out. This can solve that whole "I can't repair my own droids with my repair droid" issue (now, I know that the droid repair kits are out, but there has to be some other potential use for this ability, like maybe when Publish 8 comes out). That is one solution I could see to the whole "I want to call more than one droid at once" request.
Just a thought.....
I do follow your train of thought on money spent, but if you look at this in the aspect of money spent by players to purchase items from players you should really only consider money transfered between those players.
Sure you may sink 20k in harv maint a day but in real terms of the player economy this is meaningless. It provicdes you with the reources that you need to sell items yes. but the direct rotation of that money goes no where. That money is not really going to anyone else in the game nor is insurance or cloning.
By only looking at what money is used to purchase items from players to other players I would say that the combat classes spend more a day on average, between Buffs, Foods, Spices, Weps, Clothing. etc. they are bound to go through stuff far faster then crafters.
I too have played both sides of the realm since the first week. And will 100% agree that penny for penny crafters spend more but for money circulating the player economy combat types do indeed.
Actually, that is a very good point. The only thing I can remember that approaches a personal combat droid is the assassin's little floater than inserts the poisonous catpillars into Amadilla's room.
An yes, killing is very well developed in the game already . . .
But still, a killer probot is such an attractive concept.
:-)
Necroflower wrote:
Even if you throw in insurance costs (which both crafters and combat professions have to do by the way), and cloning, we have this:
COMBAT PROFESSION:
Weapon decay (100K /14 days = 7142cr)
Armour decay (100K /14 days = 7142cr)
Clone (3 times a day = 2K)
Insurance (900cr * 4 deaths=3600cr)
Total Combat Cost Per Day = 20884cr.
And, this assumes they move locations to hunt three times a day and die a lot (bad at their combat job). PvP deaths and such don't count as there is no decay or re-insurance. The crafter below clones once a day (as I travel to more than one planet for harvestors), and dies once from aggro mobs per day (usually more if it's a bad day...I have no combat abilities on this character). It still ends up with the crafter removing more money in sinks from the game per day than the combat person. AND...in truth, with 4 deaths per day, insuring each time so there is only 1% decay on that armour, it would take FAR longer for it to decay than 14 days...so lower that combat number even more.
CRAFTING PROFESSION:
Harvestor Maintenance (1440cr per day * 10 harvestors = 14400cr)
Power Maintenance (1920cr per day * 2 fusions = 3840cr)
Large House Maintenance (1200cr per day)
Factory Maintenance (720cr per day)
Small House Maintenance (720 cr per day)
Clone (1 time a day = 1K)
Insurance (1100cr * 1 deaths = 1100cr)
Total Crafting Cost Per Day = 22900cr
P.S. -- As the above person so aptly noted, I forgot vendor maintence too, and bazaar fees for those without vendors...so tack a few thousand more per day onto the crafter side...
Laaba wrote:
Now take the DE profession out of the game and what happens?
- Jammed Med Centers and people getting stuck into camps (to heal wounds)
- All crafters camped around private crafting stations in their house (since they have no mobility)
- No way to 'front-load' crafting of manufacturing schematics for insertion into your next set of factory runs (i.e. you have to make it, insert, rinse/repeat...)
- Inability to craft higher-level anything in the wild(or experiment on it)...unless you happen to be with a Ranger that can drop a higher level camp. And, then, you only get a Food/Chem station.
- No way to prevent item decay on incap/death without facing insurance prices. (Item storage)
- No way to lessen chance of being successfully scanned when carrying contraband. (Item storage)
- No way to augment personal character storage (if you happen to be nearly full).
- etc.
/bow
Respectfully,
Message Edited by TheRealTK421 on 03-18-2004 08:19 PM
Message Edited by TheRealTK421 on 03-18-2004 08:20 PM
Laaba wrote:
Now take the DE profession out of the game and what happens?
- Jammed Med Centers and people getting stuck into camps (to heal wounds)
- All crafters camped around private crafting stations in their house (since they have no mobility)
- No way to 'front-load' crafting of manufacturing schematics for insertion into your next set of factory runs (i.e. you have to make it, insert, rinse/repeat...)
- Inability to craft higher-level anything in the wild(or experiment on it)...unless you happen to be with a Ranger that can drop a higher level camp. And, then, you only get a Food/Chem station.
- No way to prevent item decay on incap/death without facing insurance prices. (Item storage)
- No way to lessen chance of being successfully scanned when carrying contraband. (Item storage)
- No way to augment personal character storage (if you happen to be nearly full).
- etc.
kinlarron wrote:
Ok, i have to say somthing now. Im not a DE, nor do i plan on being one, buti use droids more than most. I have 3 probots a R3 and a MSE, and i use all 5 regularly.
Then ...
And now, post patch, theres talk of making DE a combat class? Are you joking! Lets leave the combat to professions that are good at it. Giving DE combat abilities or bonuses is like saying a master weaponsmith should be a better shot than a rifleman.
Besides, whats the point of giving DEs combat abilities if they have to use nerfed, useless combat droids? DE is a crafting prof, always has been. And ya know what, we have a pet combat class already.
Kinlarron
It is plain you are not a DE as you yourself said..and it is also plain that you have not read enough of the Hybrid DE thread to know what you have said above no longer makes sense under that proposal.
I recommend you do study that thread by Sodan, and then post whatever opinions you like, but writing as you have on issues you dont understand is neither helping us nor you as a droid 'enthusiast'
Please accept this message in the spirit it is written...positively.
With all due respect, the inability to be able to craft in a mobile fashion would make me mad as hell, now that I've had it.
HawkCormyr wrote:
There is nothing in this list that would made people really upset, maybe the medic module, and that is not so sure ...
Also, do you think people might be a bit upset if they had to constantly be running to a Med Center or setting camp JUST to get wounds healed?
....come on.
/bow
Respctfully,
TheRealTK421 wrote:
HawkCormyr wrote:
There is nothing in this list that would made people really upset, maybe the medic module, and that is not so sure ...
With all due respect, the inability to be able to craft in a mobile fashion would make me mad as hell, now that I've had it.
Also, do you think people might be a bit upset if they had to constantly be running to a Med Center or setting camp JUST to get wounds healed?
....come on.
Uhh...sorry, but some people I know still set up a camp anyway. They obviously think it is easier than having batteries on you and pulling out a droid.
Hopefully that will change as people get into the 15-second habit.
/bow
Respctfully,
Yea...you're right. Some people will just pull a camp. And, that's cool....as well they should (if they can). A Scout's gotta get XP somehow.
Kilarny wrote:
/wave
Hey, my R2 battlebot can take out a Gurrcat no problem. I have some more bugs for the bug thread.
My point was that there as aspects of 'life' in SWG that ARE made better and easier with droids.
Would the game totally fall apart without us? No.
Would the game totally fall apart without any particular profession? No...it would just be far harder and yuckier to play.
I know, everyone...you're upset. I'm doing my best to stay on top of things. There's many aspects to this release that work against us, just as there are many aspects that work for us.
/bow
Respectfully,