Droid Engineer Archive
Thread: Droids: Where we were and where we’re going.
GamerProX wrote:
Can someone repost what TH said, I cant get the first stupid page to load! Cant read any of it.
Reposted on the DE forums here:
http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=64625
BTW - Devs - by posting using so much HTML, the result is that peopel can't quote your post, and can't copy and paste to another thread. It is truely annoying.
MurienAquarius wrote:
ErantiaPrym, that was an excellent post. Awesome.
/agree
One thing that really concerns me is that I did not see anything about DE's being able to have two or more droids out at a time. Did I just miss that part in your message?
We cannot repair our own droids because we can only have one droid out at the moment. Is that why you are making the "Wound Repair Kit"??
Combat module sounds great. You said:
"To have the strongest combat droid, six 100% combat modules must be used in constructing a droid."
Does this mean that the droid is going to be higher than a CL10 droid, because the probot is a CL10 already and it doesn't have combat modules. And if it is going to be higher than CL10 who will be able to use it? I think more thought needs to be done on this.
These changes are fantastic:
Droid Battery consumption rate halved (enabling them to last twice as long)
Droids will no longer be susceptible to poisons, bleeds, /warcry or /intimidate
Not quite sure what "Wound Repair Kit" is actually going to to.
Again Fantastic Changes:
Droid Engineer Issues Addressed:
· Droid HAM Experimentation to make droids more powerful has been implemented
· Display for power meter
· Droid Customization Kit
- kit useable by anyone
- customization lasts longer
· Customized appearances for Droid Deeds so that Droid Engineers can display the models they sell.
I have a smile on my face
On your Publish 8 Droid Modules:
Entertainer module -
This sounds interesting. I would think though that it would be a better value if it could be used by Master Entertainers for use in a camp. Like the medical module is for the Medical professions.
Merchant Barker module
The big question on this is were can it be placed/used? There is a lot of spam in the cities as it is and if there are going to be droids to do this now it could get worse.
What I would suggest is instead of a barking droid, make it a merchant droid that people can look at all the vendors the merchant has, purchase items, then go to where the item is to pick it up. It would work kind of like a vendor, but you cannot pick up your items from it. Have the ability to have a changeable title so you can put the name of your store over the droids head. Then Master Merchants can come to the city, pull out there droid and do some crafting while people look at what they have. Big boost to the merchant profession.
Advertising is the hardest part about selling things. You can have the best stuff on the planet, but if nobody knows your there it does you no good. I know that merchants can show up on the map, but it is very upsetting to go all the way out to a vendor just to find it is empty. Even if it isn't the Merchants fault (somebody just purchase his entire inventory).
Covert Detector Module
Interesting, but not sure how many people would want one. I could be wrong though.
Exploding Module
Cool exploding mouse droids, there going to sell like hot cakes now! Though it is a very cool idea, it isn't very Star Wars like.
I think you should skip this one and work on solving all droid and DE related bugs.
Just my thoughts on the subject.
Alen Vondor
Radiant
Master Artisan, Master DE
Surveyor module.
It would work similar to how Bounty Hunters look for their bounties. One would take out the droid, and tell it to survey for a particular resource in a specific radious around the droid (maybe 1k radious). You could balance this by having it take a long time to survey and bring back results. The droid would need to be out all the time until it starts to beep (if it were an R unit)and theresult would be a waypoint to the highest concentration of any particular resource added to your datapad. This module would be both fun and much less tedious than haveing to survey forever on a vehicle. The time you are waiting for results could be better spent doing other tasks. Of coarse, only an Artisan could use one.
This type of module would not replace a player, but help him, and thats what droids are all about!
Daker-Naritus wrote:
Consumable? Droids may not get burned up, butthey do ONLY work if powered...
What's the difference between food that you have to eat every 15 minutes, and a droid that only works if you feed it a droid battery every 15 minutes?
Both food and batteries are consumable, both have to be used often, both are cheap. There is no difference.
That's my point. But currently not ALL droid modules stop working when the droid's battery dies (see below). If they did, there would be no difference. You make a good complimentary point.
As for the +200 thing...that isn't what DEs are asking for...I module that gives a 1% to 3% bonus to slicing/experimentation/etc would be perfect.
I wasn't asking for that either - I was just trying to give an example of balance. You either get high effectiveness or high durability. Your example is a good one, so long as battery life affected the operational ability.
The middle ground here, for me, would be to either make all modules stop working if the droid's batteries went dead
This is already in the game...
Alrighty, if I'm wrong here, then I apologize. But I know that I've sat for hours on end (sad, I know, I have no life) and crafted blissfully away without EVER putting a battery in my droid, and I still got the benefits of the crafting station. I can still get items out of him when his batteries are dead. There might be some modules that don't work when the battery dies (medical comes to mind, now that I think about it) but a good number of them don't. Again, if I'm wrong, I apologize.
How about an "administrator" module that would list:
- All your harvesters with a wp, current resource, power, storage and maint values
- All your houses with a wp, maint and storage values
- A wp to all other structure types you own (bases, mine fields, etc)
Okguys, awesome start
But here's where we start picking a bit...
#1 "Droid Engineer Issues Addressed: Wound Repair Kit"
Hi -
Thanks. I'm sure the barker droids will come in handy. I never liked the idea of Droid Commander - to do a little of Creature Handler to get a decent pet uses up so many skill points, DC would have been the same. My idea is this - make a few combat droids, but have them require a ton of resources with specific experimentation percentages. That way price will keep them rare enough that only those who really want them will work to get them. Just my thoughts.
- Isildur
Lochar wrote:
Also would still like to see bonuses added to droid chassis, so a BLL has a reason to be made, or any of the other non selling droids. Like maybe extra storage capacity for BLL, better healing rating for surgical droids, etc.
I like.
I'm just concerned that as a Master Droid Engineer, that I might not be able to call out multiple droids STILL. Why can't I call out multiple mouse or R Series droids? You should be able to do seperate commands for them and set them loose. I can understand why you might not be able to call out many combat droids at once, but why not non-combat droids at least?
And please allow the mouse droids to explode =)