Droid Engineer Archive
Thread: Some ideas for more droid use and more Star Wars feeling
- bugfixing (Harvesting Droids...)
- modifing of current mods to make them usefull again (maint. Droids that deliver power and crafted goods, anyone? )
- more utility mods
- more combat chassis
- decay
Atan wrote:
Not if they would cut down the module slots
Upon checking the crafting tool you are almost right, it would get almost all possible mods, but quite not all, it wont go Boom, it wont advertise for you, it wont travel to other planets to pay maintenance...
And if they add more other usefull modules...
And it wasnt one single proposal, just a collection of ideas
And do you really have more than one weapon and armor?
No, because one is in most cases good enough, and you could store like 15 sets in your inventory...
I dont like the ideaof an artificial barrier in usefullness, just so that everybody has to buy more droids...
Actually, I have 4 suits of composite, 1 kinetic, 1 pvp, 1 energy for vette and dwb, 1 low HAM to toss on. I also carry 6 rifles and 5 fencer weapons.
Bet you weren't expecting that.
I think that it would be a big step towards cleaning up our tool if we just got rid of level 1-6 on many things.
I would be totally against taking out Combat Modules, improving my combat droids is one of the few goals I have left.
Straker_Atrella wrote:
Actually, I have 4 suits of composite, 1 kinetic, 1 pvp, 1 energy for vette and dwb, 1 low HAM to toss on. I also carry 6 rifles and 5 fencer weapons.
Bet you weren't expecting that.
One question to that items, do you have them initem storage droids or do you have them on you? (where they would decay on death, if i understand the system right)
I think that it would be a big step towards cleaning up our tool if we just got rid of level 1-6 on many things.
I would be totally against taking out Combat Modules, improving my combat droids is one of the few goals I have left.
Well, whats the difference between experimenting with a module or on a chassis?
(if they would go away from the current system where you only need high OQ chem and change to a more complex system)
Atan wrote:
Straker_Atrella wrote:
Actually, I have 4 suits of composite, 1 kinetic, 1 pvp, 1 energy for vette and dwb, 1 low HAM to toss on. I also carry 6 rifles and 5 fencer weapons.
Bet you weren't expecting that.
One question to that items, do you have them initem storage droids or do you have them on you? (where they would decay on death, if i understand the system right)
Kind of both, with the 80 storage in inventory, I carry them a lot for ease of putting them on. I don't die often enough that with them insured, decay is not an issue. Most of my armor decay is through use, weapons only decay through use.
I think that it would be a big step towards cleaning up our tool if we just got rid of level 1-6 on many things.
I would be totally against taking out Combat Modules, improving my combat droids is one of the few goals I have left.
Well, whats the difference between experimenting with a module or on a chassis?
(if they would go away from the current system where you only need high OQ chem and change to a more complex system)
Because I may have resources that may be good for HAM, but not for COmbat Modules, or vice versa. The current system allows you to be good at one, even if you are lousy with the other. It you put them both together, then you iwll be either good or bad at both.
Plus while I do favor the Probot as a fighter, I think that other droids should be able to fight as well.
1) It removes some of the complexity (not all, mind you) that I love about this profession
2) It imbalances droids; gives the DE the abiltiy to create and all-in-one droid for cheap
Imagine stuffing a det rating 58 module into a mouse. No more need for the R3's and the cost factor involved. Jedi would cease to exist.
RasalTheWise wrote:
It's a good thinking process (we should never discourage that), but my feeling on your proposal is that it wouldn't work for two reasons:
1) It removes some of the complexity (not all, mind you) that I love about this profession
2) It imbalances droids; gives the DE the abiltiy to create and all-in-one droid for cheap
Imagine stuffing a det rating 58 module into a mouse. No more need for the R3's and the cost factor involved. Jedi would cease to exist.
Atan wrote:Suggestion 1:Removal of combat ModulesIn my Opinion the only Droids that should be able to do combat are the DZ70 and the probot.Damage and speed should be values determined by experimentation at the final combine, with HAM beeing a 2. lineResult: No more Combat rating, easy to understand for the customer, more "star warsy"Suggestion 2:Removal of Module StackingThe highest possible rating should be reached by using one module, not by stacking as many as possible.(i.e. detonation modules would be at 60 with 100% experimentation)Result: More diverse droids around, maybe even more different mods would be used, like the trap dispenserSuggestion 3:Removal of lvl 1-6 mods.The maximum should be reached by using optional components(would allow a more fluid system for doc droids i.e. (109.5 rated med mods))[data storage should stay as it is, item storage could be like 0% = 1 item, 90%+ = 10 items]Result: Less cluttered crafting tool, easy understandable crafting processSuggestion 4:Version a)Consolidating of crafting & entertainer Mods.It should be possible to merge multiple crafting or ent. mods into a single mod, to allow more diverse droids for utility purposes.Version b)Allow (almost) all droids to hold 6 modulesTo allow more droids to be used as multi funtional entertainer / crafting droidsResult: More diverse droids aroundThings that should happen but have been suggested before:
- bugfixing (Harvesting Droids...)
- modifing of current mods to make them usefull again (maint. Droids that deliver power and crafted goods, anyone? )
- more utility mods
- more combat chassis
- decay
Gnah, lost the 1. draft of this due to loss of the internet connection just as i was pushing submit...
Worst movie... errr idea ever!?!
11710 wrote:
Worst movie... errr idea ever!?!
Reasons.
#2 ok... it makes sense to have stackable moduales because say a bomb. to fit into a droid a bomb can only be a certain size to fit in a slot so if you get a bunch of lil bombs they add up. or say with harvesting moduales just think that each moduale is like an extra set of manipulators that helps extract. things like that.
#3 I can see where your going with that but instead of getting id of it comepletely... Armour for example. instead of 1-6 have light med or heavy and they use differnt materials say light uses aluminum and med uses iron and ores and heavy uses steels. things like that.
#4 i mean i can kinda see merging moduales with crafting ones like you got to make it and you can pick 2 or 3 things to go into that crafting moduale. smane thing with ent mods.
not likeing the idea of almost every droid with 6 moduales just because i dont think every droid should, but that just might be me.
But i do agree comepletly with:
Things that should happen but have been suggested before:
* bugfixing (Harvesting Droids...)
* modifing of current mods to make them usefull again (maint. Droids that deliver power and crafted goods
* more utility mods
* more combat chassis
* decay