Droid Engineer Archive

Thread: Publish 8 (Droids Rebuilt) Test Center Reports, comments, opinions and discussion

SWG-Runesabre
Mon Apr 12, 2004 7:25 pm
#79






Gribnitz wrote:
Wow, I am really impressed by this list of new droid changes. Quite a few of our "wish list" utitlity modules made it into the mix. Now if they could just come up with a way for droids to wear out in a fair manner so we get repeat business calls. I really like this.






Some droids are consumed when performing their duties like the interplanetary droid and the detonation droid. Others stop working after they run out of power.
DroidTech666
Mon Apr 12, 2004 7:28 pm
#80

Another WOW! I'm pleased there were so many different types of modules added. My hope and excitement for DE has finally come back!

The larger HAM sounds good too. Droids will last much longer by themselves now.

Hmmm, does the armor still show up as 40% as a display bug or does it show as 20% resist now? Assuming that the armor is still removed on all the droids that is.

Thanks for jumping on Test Center so quickly and getting the schematics out!




Varga Excelon + Armitage Stingray
Master Droid Engineer + Master Artisan + Master Merchant + Novice TKA + Novice Pistoleer + Novice Smuggler + Etc
Vendors:Armitage + Varga Excel Droids-N-Stuff JTL Merchant Tent in Huurton Hollows, Dantooine -6051, -5764
Vendors: NeoTokyo JTL Droid House- Just 546m East of Dantooine, Mining Outpost at -75, 2331

TygerBlueEyes
Mon Apr 12, 2004 7:31 pm
#81

Sounds like great DE changes. New stuff yea!


Ok will the scout trap droid be useable by any player? It just has to be loaded by a novice scout?

Hope so. That will give a market to traps. Now will the droid use ranger traps?


Now do these droid you have to load accept crates of those items?





[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
SirVimes
Mon Apr 12, 2004 7:31 pm
#82

Runesabre, I got a question...



I saw in a few places that these modules are what you guys had time to implement. While I am sure DEs won't see something this big again in the very near future, is it possible we might see other modules trickle in in future patches?


Daker-Naritus
Mon Apr 12, 2004 7:42 pm
#83

These changes are REALLY REALLY exciting...


Kudos to you devs and TK for a job well done




p.s. Jenden you rock too
PsychoticChipmunk
Mon Apr 12, 2004 7:42 pm
#84






Droid deeds now have the appearance of the droids they represent and are customizable. The customization will carry over to the droid pet when generated. (Correspondent Issue)




Will this hold true when placed in a house? So basically I drop a deed for a DZ droid and I can finally get one of those floating orbs to appear? Is it holo-like or does it just look like a chasis? Does the name show up when you hover over it?




0000000000000000000000000000000000000000000000000000000000000000000000000
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0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
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0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
rj00789
Mon Apr 12, 2004 7:50 pm
#85

Very nice work! I'm excited about DE again, thank you all involved. I do have a couple questions; Does the survey droid just list the resources on the assigned planet, or will it give a waypoint to the highest concentration(s)?, Does the maintenance module work off-planet? And one for the DEVS, can you PLEEEEEEZ let master DE's have a second droid out(non-combat of course)? It would so rock if I could act as a support personel to my group if I could have my probot or le out there in the mix with a R3 loaded with stims and an auto-repair module backin us all up! Maybe even an auto-recharge module for the clunky ol'power droid to keep the steel warriors workin non stop!! Thanks again for the hard work!

Peyote, "Revitalized" Master DE Flurry
Psykeman420-HS
Mon Apr 12, 2004 7:53 pm
#86

no pikeman fixes...

one of the small things we wanted for the last months have been is fixing our 3x modifier on hit 3 to 4x to be on par.

its really sad that they keep pushing this combat thing back it was what i was looking forward to the 2nd most, 1st being SE



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BoberFett
Mon Apr 12, 2004 7:56 pm
#87






raz1337 wrote:

The stimpack dispenser module will be vastly USELESS. Stop and think about how weak a stimpack A is.....it isn't enough to make a difference in combat


I would gladly give up a stimpack dispenser module for a module that can be loaded up with wound packs






So what you're looking for is everybody to have medic capabilities without spending any skill points. Lame.
Drygo
Mon Apr 12, 2004 7:58 pm
#88

I have a question about the Musician Playback Module. I am not a Musician, but I am a Dancer. And, unfortunately, Musicians are such a rare breed, I wish there were so many more of them. But, to my point. I'm thankful for the additional lighting affects to use as a dancer. But, will these musician playback modules allow music to be recorded by the musician but given to another player who can play them on their droids? I hate going into empty Cantinas and dancing to silence. I would love to be able to buy a recorded piece of music from a musician that I can play when I want to dance in an otherwise empty cantina. Is this going to be possible?



- I support hawtpants
Micco30
Mon Apr 12, 2004 8:03 pm
#89

5 Stars for all your hard work TK Thank you for pushing for these changes and for getting the Dev attention that has been needed. It is appreciated. Now... get back to finding out stuff on TC



Two accounts cancelled due to lack of Dev interest

The NGE, a sad end to a great game!
MonGiovanni
Mon Apr 12, 2004 8:05 pm
#90






Added Detonation Module to the DE skill tree: This module grants Bounty Hunters and Smugglers the ability to destroy his droid causing damage to every enemy target nearby. The destruction is ordered by the /detonateDroid command or via the droid's radial menu.







Could it perchance happen that when said droid is attacked by an enemy and completely destroyed, we can have it preset toself-destruct spontaneously (much like the Imperial Probe Droid)? Would be very cool!




-----------
Ique - Bria - Bounty Hunter, Pistoleer
Iryu - Starsider - Master Architect, Master Artisan, Master Merchant
Micco30
Mon Apr 12, 2004 8:05 pm
#91






SWG-Runesabre wrote:


Some droids are consumed when performing their duties like the interplanetary droid and the detonation droid. Others stop working after they run out of power.



Hmmm, I kind of like the idea of the droids being consumed doing the interplanetary surveys. That is definite repeat business there. I would like to get a bit more information on what happens when some droids run out of power. Does it give them wounds or affect them in some other way? Hmmmm... much to ponder




Two accounts cancelled due to lack of Dev interest

The NGE, a sad end to a great game!
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