Droid Engineer Archive

Thread: Complete DE upgrade proposal. Part 1 Droid construction (Warning Long & w. poor spelling)

DigitalOne
Tue Apr 19, 2005 5:07 am
#1

I dont mean to intrude on the territory of Jendan, TK, or Drashk
who have spent a lot of time drawing togeather the information,
public sentiment, and knowledge which I am drawing from in this
proposal. I know they're buisy doing thier thing, which is why
the boards have been quiet lately, so consider this to be filler,
maybe flesh for the revamp we so desperatly need.

With the CURB and RotW looming, and threatening us with bugs,
obsolecance and more bugs, coupled with the new market system
with the vendor search, we are in a lot of trouble. We have never
quite fit into this games dynamic system, our products, droids
which should be seen as the swiss army knives but thier
implentation resembles meer toys, to expensive, complicated and
pointless to fill thier potential. Two patches have been
dedicated to our cause, but with recent information we are now
seeing ourselves slowly striped of the enhancements we recived then.

With all the issues currently at our gates we can boil then down
to 3 specific concerns; COMBAT, UTILITY, and DECAY. But current
philosophical identity issues prevent us from solidarity behind
any one solution. Before the announcment of the CURB, and the new
expansion things seemed alot more simple, we figured we could get
away with a much simpler system, maybe afew enhancments. I was
one of those that belived that afew precise changes could have a
profound effect. The post Curb world looks different, and much
more hostile to us than we could have previously imagined.

I still want to stick to the simples possible solution to the
problems at hand, the fewer the changes the more time for new
content and testing to ensure quality and longevity within our
profession. But as i said the simplest possble solution now
requires much more work than i could have accepted months ago,
but I think its called for.

I am proposing here a rebuild of the Droid engineer profession
with the following goals, practicality, simplicity, to be a good
foundation for the future, to cater to the different consturction
philosophies, and to clense us from issues in the current system.
This system should be easy to implement, simple to use, possess
all positve aspects of the current system, without the clutter of
the last.


PART 1, Sub Sub Components
EMMs, GPEMs, Control units, etc. Electronics

Most engineering professions require electronics in thier
crafting, it is critical that all parts remain available to all
professions without becoming exclusive. Their current place in
the MA box ensures thier availability to all crafters, however at
a high skill point cost that most people would like to expend
elsewhere. Yet they are fundamental in our trade, and cannot be
compromised.

SOLUTIONS,
1, Electronics schematics remain in MA box
2, Electronics schematics become available in all advanced
crafters novice boxes
3, Electronics schematics are moved to Engineering 4 in the
artisan tree.

I perfer number solution 3, because it addresses all issues, and
i do not see why they need to be so exclusive in the MA box.

Keep in mind the skill box requirements in the CU are increasing,
this could either be seen as a ballance issue for either side. A,
combatatants now have higher requirments and symilar penaltys,
they may see the need for MA for crafters as ballance. B, Just
because of the higher skill point requirments crafters need to
have more skill points to be able to defend themselves or dabble
in combat.


PART 2, Sub Components
Droid brain, droid sensor package, droid motive system,
manipulator arm, manipulator arm package set, advanced droid
motive system, Advanced droid brain, Advanced droid frame.

Droid subcomponents can either be seen as the the buisy work of
the droid engineer, or as a logistical and managerial challenge.

In either case the crafting of subcomponents is universaly seen
as a challenge of resources, mathematics, and time consume. It
simply makes the crafting of droids the job we know it to be.

In the discussion concerning the 'enhancement' of droids throigh
the inclusion of decay integers, the question arises 'what role
should sub components play?'.

I have decided that according to my knowledge of this games
economic system, and my experiance as a droid engineer, that the
changes to the crafting system of subcomponents and sub sub
components is to remain nominal. I belive that incluing quality
based integers to sub components etc, would have a profoundly
negative effect on the droid market, and the ability to market
droids especially in the post vender search world. In the
following link i describe the negative effect it would have in
detail. The only change i belive is required is the absolute
removal of experementation on sub components.

PART 3 Chassis

The first major changes I feel are required fall upon the
chassis. It has been agreed upon that they should be the site of
new experementation integers, however thier exact role, and the
extent of these changes still is a matter of debate.

I am about to propose two seperate sets of changes of changes to
the concerning the chassis role in droid construction for the
following reasons. 1, I am unsure as to what the DEVS are
planning to change in the crafters upgrade which was mentioned,
which now appears to be needed. I am simply unsure what thier
vision is, and any plans should take this into acount. 2, What
play style is perfered by DEs. Currently there are two camps,
hand crafters and industrialists, and i have done my best to
cater to each sides play style.

There are a few changes that are universal to borh proposals. The
absolute removal of non-advanced droid deeds, all future deeds
will exhibit the characteristics of the advanced version. The
addition of Chassis for basic droids (droids which currently do
not have a chassis MSE, R5 etc.) The additon of an inegerety
integer which will determine the longevity of a droid once decay
has been implmented.

CHASSIS PROPOSAL 1
This proposal requires the most changes to the crafting system.
It should also appeal to hand crafters, and ease the construction
of custom orders through the removal of a step in the crafting
process. Currently droids are crafted in 'a box in a box'
fashion. For example (components + module = deed) and/or
(components = chassis + modules = Deed). The new sytem would
require the removal of ALL deeds schematics from the crafting
tool, shifting importance to the chassis. The chassis will have
two experementation integers for health and integrity. Instead of
building modules and the chassis into a deed, the chassis will
possess slots for modules/clusters according to the current
limits. A droid engineer permanently insert a module into the
chassis, which will exist for the duration of the droid. This
process can only be performed by a droid engineer once per droid.
Once the DE has filled the chassis with modules which will
determine the purpose of the droid (a DE can also chose to leave
the droid empty, or leave open slots) it can then be
'initialized' aka turned into a deed, this process ends the
module adding process and seals the droid. The deed can then be
activated by its ultimate owner.

The goal of this system is that it eases the crafting process for
DEs, and removes one of the myriad steps in droid crafting. It
also eases customization. The cons however are that this system
makes factory runs of deeds impossible. Each droid needs to be
'programed' indevidualy, and alianates the industrialist DE.
Experementation also becomes challenging since two inegers must
be dealt with simultaniously. This is a more drastic revamp labor
intensive revamp, but is ment to adapt to trends currently
playing out to the crafting system.

This proposal is based on the modular upgrade proposal, but
instead of having indevidual modules or systems fail and require
replacement, the crafting process occurs once and is final, and
the completed droid decays as a whole.

CHASSIS PROPOSAL 2

This system is based off the current build, and requires fewer
changes. In fact it is nearly identical with the exception that
non advanced deeds are removed, chassis are added to basic droids
(those who do not have chassis for example MSE, R5), and that
experementation integers are added to chassis and deeds. The
chassis will be the site of integrety or decay expermentation,
and the Deed will remain the site of health experementation.

This system is closest to the one we know, and requires little
modification, and allows droid crafting as we know it. The cons
are is that it adds schematics, and makes basic droid
construction difficult because a crafting step is added.


PART 4, Modules.

This is the site of the most drastic changes i have in mind.

Right now we are at a critical point in our carreers, the CURB
threatens to make obsolete many of the functions of our droids.
We are left with a handful od marinaly usefull products, many of
which never saw much demand. Those left are not enough to subside
on.

The change i am about to propose has two purposes. To clean up
our crafting tools and thus make crafting simpler, and to be able
to support a substantial enhancment to our utility scene.

Its clear many of our utility modules have been made obsolete,
but we are still left in possession with a multitude of modules
that clutter out tools. We have 39 modular functions, not
including armor and personality chips. However only 14 of those
are unique, and even fewer are still usefull.

This is what i would like to do.
1, Eliminate all modules.
2, Replace those with 4 classes and 3 tiers of general modules.
(Basic, intermediate, and advanced versions of Combat, Domestic
utility, commercial utlity, and Multipurpose modules.)


These modules can be programed via an interface in the crafting
process with a variaty of functions learned as one progresses in
the DE tree (for example a certain skill box grants the ability
to program a combat module, and another grants the schmatic for
the module itself.)(this also allows questable functions since
they act more like skills then schematics.). A DE choses a
function from a list of ones compatible with the module type and
tier. This choice determines the modules ultimate function, and
can be then be crafted into a prototype or schematic.

The unprogramed modules are set into 4 catagories for several
reasons, 1st to ensure diversity in the crafting process, so
people know they not cranking out clones over and over. This also
addes specifisity in order to curb confusion.

They are set into 3 tiers of incrasing complexity to not only add
diversity, but to also justify increasing the price of the droid.
Advanced droid engineers should also be able to engange in
increasingly complex crafting including rare resources and sub
sub components.

All functions however, will be restricted to a certain class,
tier combination. For example combat cabability can only be built
into a combat class module, this should make scence. But since
this is a more complex function it can only be put into a
intermediate class module. Putting it into an adanced module
cannot be done, since it will not provide an increased bonus.

The program must be compatible with the module, for example
Combat & detonation obviously fit with the combat module, medical
and entertainer with commercial utility, crafting with domestic
utility, and creature harvest and trap launcher with
multipurpose. Many current modules will not be carried over
because they have been rendered useless (maintenance, merchant,
stimpack etc). New modules must be added, current modules and new
ones can be sorted appropriatly according to complexity and type.
I will not discuss new modules in this post, but will draw many
of the previously proposed ideas togeather and find afew new ones
in another post. In order to be truely successful, i belive we
require about 40 independantly functioning unique modules. This
new system of modularity serves mainly the purpose to ease
crafting when this many new items have been added.

Quality based functions can still be experemented on as per thier
current fashion.

Leveled modules will still be neccicary, especialy in astromechs,
they will remain as they are. They can be placed into the
newly tiered modules as such (basic; lvl 1 & 2, Intermediate; 3 &
4, Advanced 5 & 6.)

Leveled modules present a problem, but can be made compatible
with this system. Maintenance is useless and can be removed if it
is not fixed, I discussed how data/astromech modules will be
crafted. Medical modules need to be rethought, i suggest they
should be reduced to 3 tiers, the first at 101% medical center
bonus, level 2 at 110%, and level 3 at 120% or something along
those lines. Item storage can also be changed to 3 levels, 3
slot, 5 slot, and 10 slot. I am not in favor of making these
experementable insstead of leveled unless all are slightly
improved to allow attainment of current standards.

So in recap
-Electronics are moved to (xxx)
-Experementation removed on subcomponents
-Added integrety rating on Chassis
-Added chassis for basic droids
-removed non-advanced schematics
-Removed all modules
-Added General Combat, Commercial utility, Domestic Utility, and Multipurpose
modules
-Added Basic, Intermediate, and advanced versions of these modules
-Added abillity to program functions compatable with each module.
-Removed level 2, 4 & 5 medical and Item storage modules/function
-Removed several obsolete modules.





These are the basic changes which are neccicary to deal with the post
CURB world, and help build the foundation for decay, combat, and expanded
utility which i will post as soon as time permits. (I have no computer,
this was all typed and EMailed to myself at a library computer in Germany,
so please forgive the spelling, or i will throw umlauts at you üöäöäöüäö!)

Decay will be devided into two sets, for Combat droids and Utility droids,
decay will behave differently for each. I am still working on a combat system
for advandced combat droids. And i request that all of you start gathering
information and start forming lists of modular functions. i have already
made a list but i do not believe it is accurate yet.

More information follows, Please read this and leave comments, Sorry for the leangth.
Gron_DM
Tue Apr 19, 2005 5:55 am
#2




Bored at work here is the spell checked version:...for some reason had to remove style thingy in html version and it killed the paragraphs..wierd


I don’t mean to intrude on the territory of Jenden, TK, or Drashk who have spent a lot of time drawing together the information, public sentiment, and knowledge which I am drawing from in this proposal. I know they're busy doing their thing, which is why the boards have been quiet lately, so consider this to be filler, maybe flesh for the revamp we so desperately need. With the CURB and RotW looming, and threatening us with bugs, obsolescence and more bugs, coupled with the new market system with the vendor search, we are in a lot of trouble.


We have never quite fit into this games dynamic system, our products, droids which should be seen as the Swiss army knives but their implemtation resembles mere toys, to expensive, complicated and pointless to fill their potential. Two patches have been dedicated to our cause, but with recent information we are now seeing ourselves slowly striped of the enhancements we received then. With all the issues currently at our gates we can boil then down to 3 specific concerns; COMBAT, UTILITY, and DECAY. But current philosophical identity issues prevent us from solidarity behind any one solution.


Before the announcement of the CURB, and the new expansion things seemed allot more simple, we figured we could get away with a much simpler system, maybe a few enhancements. I was one of those that believed that a few precise changes could have a profound effect.


The post Curb world looks different, and much more hostile to us than we could have previously imagined. I still want to stick to the simplest possible solution to the problems at hand, the fewer the changes the more time for new content and testing to ensure quality and longevity within our profession. But as I said the simplest possible solution now requires much more work than I could have accepted months ago, but I think it’s called for.


I am proposing here a rebuild of the Droid engineer profession with the following goals, practicality, simplicity, to be a good foundation for the future, to cater to the different construction philosophies, and to cleanse us from issues in the current system.


This system should be easy to implement, simple to use, possess all positive aspects of the current system, without the clutter of the last. PART 1, Sub Sub-Components EMMs, GPEMs, Control units, etc. Electronics Most engineering professions require electronics in their crafting, it is critical that all parts remain available to all professions without becoming exclusive. Their current place in the MA box ensures their availability to all crafters, however at a high skill point cost that most people would like to expend elsewhere. Yet they are fundamental in our trade, and cannot be compromised.


SOLUTIONS, 1, Electronics schematics remain in MA box 2, Electronics schematics become available in all advanced crafters novice boxes 3, Electronics schematics are moved to Engineering 4 in the artisan tree. I prefer number solution 3, because it addresses all issues, and I do not see why they need to be so exclusive in the MA box. Keep in mind the skill box requirements in the CU are increasing, this could either be seen as a balance issue for either side.


A, combatants now have higher requirements and similar penalties, they may see the need for MA for crafters as balance. B, Just because of the higher skill point requirements crafters need to have more skill points to be able to defend themselves or dabble in combat.


PART 2, Sub Components Droid brain, droid sensor package, droid motive system, manipulator arm, manipulator arm package set, advanced droid motive system, Advanced droid brain, Advanced droid frame. Droid subcomponents can either be seen as the busy work of the droid engineer, or as a logistical and managerial challenge. In either case the crafting of subcomponents is universally seen as a challenge of resources, mathematics, and time consume.


It simply makes the crafting of droids the job we know it to be. In the discussion concerning the 'enhancement' of droids through the inclusion of decay integers, the question arises 'what role should sub components play?’ I have decided that according to my knowledge of this games economic system, and my experience as a droid engineer, that the changes to the crafting system of subcomponents and sub sub components is to remain nominal.


I believe that including quality based integers to sub components etc, would have a profoundly negative effect on the droid market, and the ability to market droids especially in the post vender search world. In the following link I describe the negative effect it would have in detail. The only change I believe is required is the absolute removal of experimentation on sub components.


PART 3 Chassis the first major changes I feel are required fall upon the chassis. It has been agreed upon that they should be the sites of new experimentation integers, however their exact role, and the extent of these changes still is a matter of debate. I am about to propose two separate sets of changes of changes to the concerning the chassis role in droid construction for the following reasons.


1, I am unsure as to what the DEVS are planning to change in the crafters upgrade, which was mentioned, which now appears to be needed. I am simply unsure what their vision is, and any plans should take this into account.


2, what play style is preferred by DEs. Currently there are two camps, hand crafters and industrialists, and I have done my best to cater to each sides play style. There are a few changes that are universal to both proposals. The absolute removal of non-advanced droid deeds, all future deeds will exhibit the characteristics of the advanced version.


The addition of Chassis for basic droids (droids which currently do not have a chassis MSE, R5 etc.) The addition of an integrity integer which will determine the longevity of a droid once decay has been implemented.


CHASSIS PROPOSAL 1 this proposal requires the most changes to the crafting system. It should also appeal to hand crafters, and ease the construction of custom orders through the removal of a step in the crafting process. Currently droids are crafted in 'a box in a box' fashion. For example (components + module = deed) and/or (components = chassis + modules = Deed).


The new system would require the removal of ALL deeds schematics from the crafting tool, shifting importance to the chassis. The chassis will have two experimentation integers for health and integrity. Instead of building modules and the chassis into a deed, the chassis will possess slots for modules/clusters according to the current limits. A droid engineer permanently inserts a module into the chassis, which will exist for the duration of the droid.


This process can only be performed by a droid engineer once per droid. Once the DE has filled the chassis with modules, which will determine the purpose of the droid (a DE can also chose to leave the droid empty, or leave open slots) it can then be 'initialized' aka turned into a deed, this process ends the module adding process and seals the droid. The deed can then be activated by its ultimate owner. The goal of this system is that it eases the crafting process for DEs, and removes one of the myriad steps in droid crafting. It also eases customization.


The cons however are that this system makes factory runs of deeds impossible. Each droid needs to be 'programmed' individually, and alienates the industrialist DE. Experimentation also becomes challenging since two integers must be dealt with simultaneously. This is a more drastic revamp labor- intensive revamp, but is meant to adapt to trends currently playing out to the crafting system. This proposal is based on the modular upgrade proposal, but instead of having individual modules or systems fail and require replacement, the crafting process occurs once and is final, and the completed droid decays as a whole.


CHASSIS PROPOSAL 2 This system is based off the current build, and requires fewer changes. In fact it is nearly identical with the exception that non-advanced deeds are removed, chassis are added to basic droids (those who do not have chassis for example MSE, R5), and that experimentation integers are added to chassis and deeds.


The chassis will be the site of integrity or decay experimentation, and the Deed will remain the site of health experimentation. This system is closest to the one we know, and requires little modification, and allows droid crafting, as we know it. The cons are is that it adds schematics, and makes basic droid construction difficult because a crafting step is added.


PART 4, Modules. This is the site of the most drastic changes I have in mind. Right now we are at a critical point in our careers, the CURB threatens to make obsolete many of the functions of our droids. We are left with a handful do marginally useful products, many of which never saw much demand. Those left are not enough to subside on. The change I am about to propose has two purposes. To clean up our crafting tools and thus make crafting simpler, and to be able to support a substantial enhancement to our utility scene. Its clear many of our utility modules have been made obsolete, but we are still left in possession with a multitude of modules that clutter out tools.


We have 39 modular functions, not including armor and personality chips. However only 14 of those are unique, and even fewer are still useful. This is what I would like to do. 1, Eliminate all modules. 2, Replace those with 4 classes and 3 tiers of general modules. (Basic, intermediate, and advanced versions of Combat, Domestic utility, commercial utility, and Multipurpose modules.) These modules can be programmed via an interface in the crafting process with a variety of functions learned as one progresses in the DE tree (for example a certain skill box grants the ability to program a combat module, and another grants the schematic for the module itself.)(This also allows quest-able functions since they act more like skills then schematics.).


A DE chooses a function from a list of ones compatible with the module type and tier. This choice determines the modules ultimate function, and can be then is crafted into a prototype or schematic. The de-programmed modules are set into 4 categories for several reasons, 1st to ensure diversity in the crafting process, so people know they not cranking out clones over and over. This also adds specificity in order to curb confusion.


They are set into 3 tiers of increasing complexity to not only add diversity, but to also justify increasing the price of the droid. Advanced droid engineers should also be able to engage in increasingly complex crafting including rare resources and sub sub components. All functions however, will be restricted to a certain class, tier combination. For example combat capability can only be built into a combat class module, this should make scene. But since this is a more complex function it can only be put into a intermediate class module.


Putting it into an advanced module cannot be done, since it will not provide an increased bonus. The program must be compatible with the module, for example Combat & detonation obviously fit with the combat module, medical and entertainer with commercial utility, crafting with domestic utility, and creature harvest and trap launcher with multipurpose. Many current modules will not be carried over because they have been rendered useless (maintenance, merchant, stimpack etc). New modules must be added, current modules and new ones can be sorted appropriately according to complexity and type.


I will not discuss new modules in this post, but will draw many of the previously proposed ideas together and find a few new ones in another post. In order to be truly successful, I believe we require about 40 independently functioning unique modules. This new system of modularity serves mainly the purpose to ease crafting when this many new items have been added. Quality based functions can still be experimented on as per their current fashion. Leveled modules will still be necessary, especially in astromechs, they will remain as they are.


They can be placed into the newly tiered modules as such (basic; level 1 & 2, Intermediate; 3 & 4, Advanced 5 & 6.) Leveled modules present a problem, but can be made compatible with this system. Maintenance is useless and can be removed if it is not fixed, I discussed how data/astromech modules will be crafted. Medical modules need to be rethought, I suggest they should be reduced to 3 tiers, the first at 101% medical center bonus, level 2 at 110%, and level 3 at 120% or something along those lines. Item storage can also be changed to 3 levels, 3 slot, 5 slot, and 10 slot.


I am not in favor of making these experimental instead of leveled unless all are slightly improved to allow attainment of current standards. So in recap -Electronics are moved to (xxx) -Experimentation removed on subcomponents -Added integrity rating on Chassis -Added chassis for basic droids -removed non-advanced schematics -Removed all modules -Added General Combat, Commercial utility, Domestic Utility, and Multipurpose modules -Added Basic, Intermediate, and advanced versions of these modules -Added ability to program functions compatible with each module. -Removed level 2, 4 & 5 medical and Item storage modules/function -Removed several obsolete modules.


These are the basic changes, which are necessary to deal with the post CURB world, and help build the foundation for decay, combat, and expanded utility, which I will post as soon as time permits. (I have no computer, this was all typed and Emailed to myself at a library computer in Germany, so please forgive the spelling, or I will throw umlauts at you üöäöäöüäö!)


Decay will be divided into two sets, for Combat droids and Utility droids, decay will behave differently for each. I am still working on a combat system for advanced combat droids. And I request that all of you start gathering information and start forming lists of modular functions. I have already made a list but I do not believe it is accurate yet. More information follows, Please read this and leave comments, Sorry for the length.


Message Edited by Gron_DM on 04-19-2005 08:59 AM



Vilance -Retired from SWG
MDE for most of it, Guildleader as well
EGC Founding leader August 03
Corbantis
Founding Mayor Of Rhuidean, Tatooine
placed Nov 03.
DigitalOne
Tue Apr 19, 2005 6:26 am
#3

Thanks for your help, there's nothing i could do about the spelling on my end. I feel like im in the dark ages. I'm on a computer opperating Windows 95, running at 56K with no access to a word processor. I typed all of this on my email site and sent it to myself to save it, then cut and pasted it here. I also had to walk half a mile through mud to get here, no joke.
Straker_Atrella
Tue Apr 19, 2005 7:56 am
#4

Hmmm a good read, I agree with everything up until the module changes. I don't totally disagree with those, but am undecided.


It seems like there would be a lot less variety and resource requirements for crafting modules. What happens with things like Lidium, Ditanium, and Tolium? These named requirements are what define a module and our specific needs are what make us DE's.


If I read your proposal correctly, it would mean either the named resources were removed, or conversely they became needed forall modules of that type. For example Tolium, Tolium defines Bomb Droids, and it plays a large role in keeping a good Bomb Droid market. Would the need for Tolium go away? Would I need Tolium for all my advanced combat modules? This would cream an already limited supply.


I'm all for decay and making things better crafting wise, but honestly right now I would be happy to just put us back to where we were about 2 months ago. Half broken is better then all broken.


I don't think a "crafting" revamp is needed for that. They simply need to address the issues with what each module does. If this is done correctly, we may actually see more sales then before. Some examples of what I mean to follow.


Harvest Droid: Instead of getting a negative for being grouped, it needs to get a bonus.


Maint Droid: Now obsolete, make it deliver power now, or even better pick up resources. If we want perfection, it could take things from or too factories or harvestors, yet could only be put in a BLL.


Barker Droid: Allow people to actually search your vendors from it and buy stuff from it. Put some Merchant back into the Merchant tree, especially advertising.


Stimpack Droid: Let the new stims be put into it.


Med Droid: To buff or heal wounds in the field, these MUST be needed.


Combat Droid Issues

Auto-Repair Tank Droids: The speed with which Droids now heal in the CU is great, yet negates this module. Make the current heal speeds of droids only possible with these modules. You must sacrifice offense for this healing.


Droid Armor: This needs to work, there needs to be some variety between levels 1-6, also a "good" level 6 should be better then a bad level 6. Droid armor should be a selling point of a droid and add diversity.


Droid Damage: Currently Droid damage in the CU is weird, hopefully this is a bug. Droid damage needs to continue to remain a factor of well experimented Combat Modules.


General Combat Droid issues: The Guard command simply must work. Also adding a droid to your group needs to take you to the level of that Droid, that way you take a little less damage without needing another player 100% of the time.


Digi, I like your ideas and am not trying to hijack your thread. I just think that it is the end result that is broken, not how we get there.







-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
JavelinCatcher
Tue Apr 19, 2005 9:17 am
#5






Straker_Atrella wrote:

I'm all for decay and making things better crafting wise, but honestly right now I would be happy to just put us back to where we were about 2 months ago. Half broken is better then all broken.




I disagree with you here. Being satisfied with half-broken, will only get us half fixed and we will remain the "most broken" crafting profession in the entire game.




----Nolhta Fyoen----Master Rifleman/Master Smugger----StarStrider
----Nolhta Fyoen----Master Droid Engineer----TestCenter
----Accoubacca----TKA/Commando---TestCenter

----Nolhta Fyoen----Master Droid Engineer----Gorath

CUAlpha: Team Droid Engineer
Straker_Atrella
Tue Apr 19, 2005 11:32 am
#6






JavelinCatcher wrote:





Straker_Atrella wrote:

I'm all for decay and making things better crafting wise, but honestly right now I would be happy to just put us back to where we were about 2 months ago. Half broken is better then all broken.




I disagree with you here. Being satisfied with half-broken, will only get us half fixed and we will remain the "most broken" crafting profession in the entire game.








Yea I should probably rephrase that. I don't want to be broken at all, but I would rather have some droids that sell for the next year then no droids that sell at all until they get to us.


To elaborate further, I know we need Decay to be truly healthy, but to add decay right now would be arse backwards. Having droids decay that don't have any use is silly. We need to put the dang usefullness back into our droids.


I just think we have a better chance at getting the "what" the modules do changed sooner getting "how" they are crafted, meaning adding decay. The prior just involves the coding of what the modules do, the later involves that plus how we make them.


I honestly can't believe we are actually at this point. Have they heared a word we said over the past year?




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Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Jenden
Wed Apr 20, 2005 12:10 am
#7

I don't think there is really anything fundamentaly wrong with our crafting system. Sure some schematics could be moved around and decay is necessary once our modules pick back up, but in general our crafting system is healthy (and unique, which is a bonus). I think that this proposed system is another way to do things, with its own benefits and drawbacks, but its not really any better or worse than our current system. However, it would take a great deal of time/effort to code up, which could be better spent working on new modules/abilities.



Jenden Morn - Master of Droids- Tarquinas
Droid Engineer Blue Glowy
Owner, Operator, and Founder of DarkStar Inc.
Groupy of the best band in the galaxy, Solar Flair
3D art of Jenden by Saeelwenea

DigitalOne
Wed Apr 20, 2005 5:21 am
#8

I'm aware that reducing the number of modules would lead to alot of cons, i know that the resources define a particular module, and make it feel uniquie. I was hesitant to suggest this part because it is extremly radical, but what annoys me in droid crafting is how cluttered the tool is, dispite having played for 2 years and used to it, im still bothered by the disorganization, of coarse this can be resolved by simple organization of the tool. But still, we have 40 different modules which leads to 14 unique ones, we should have 40 unique functions, and X total, this is alot of modules. If we should have this many, or even as many as we have now, it would help in my opinion to change the system and simplfy it, using 12 different modules to represent X numbers.

In terms of resources, i belive we are the most burdaned by rare resources than any other class in the game. This would mean the elimination of afew, but this wouldnt hurt us, or make our jobs over simple. I dont think i need to sketch out what each module should look like, but i do stongly belive that each advanced module should require 2 rare named resources, and each intermediate one specific named. This definatly means that in the future Tolium might not automaticaly mean detonation module, but that dosent mean that it would be any easier to build. This is a sacrfrifice of specificity, but it has its pros.

I'm not married to the module changes, would be cool to have them discussed though.

The other changes seem straight forward to me, and none are extremly radical..

On the road to healthy Droid Engineerdom, first and formost we should work on fixing our utility, since we have none at this point. Even if its a band aid, we need an injection of content stat, this means fixing what CURB broke too, in a perfect world the DEVS would have the forsight to do so during the CURB patch, but im confidant thats going to happen. Decay can only be allowed to happen once our droids are useful again, if not, this will hurt us more than any drunken stoner DEV. But we should have a plan for decay in order to plan our new functions, and combat.

The goal of this proposal is to illustrate how decay might be built in to droid construction. Modularity and Chassis changes are just concepts that aim at simplifying crafting without dumbing it down.




Now it is time for a story

The future of the game.

Back in the old days toys where made of metal and tin. They all had lots of moving parts and plenty of sharp edges and corners, and if you where lucky a part would come off for you to put in your mouth. As time progressed toy makers added lots of other features like electricity and launching missles, perfect for you to put your eye out. And the Children rejoyced. But a few unlucky 9 fingured, 1 eyed children and thier secretly lesbian mothers started to complain. They yelled and they screamed and they protested outside the toy factory. The Toy makers didnt really care until a new toy factory opend next door that sold cute plastic & foam toys that didnt really do anything, but hey they where new, and there was no way in hell for anyone to loose an apandage with them. The old Toymakers panicked, they where loosing customers rapidly to the cute plastic toy factory. They looked at the round edgeless toys of their competators, and wondered how could anyone play with this for very long. Then they looked at thier old giant metalic sharp beheamoths, and thought 'ohhh..'. They panicked and slaped togeather whatever soft junk they could find, riping pieces of otherwise fine toys, and creating some rickety creepy looking thing with things. Without foresight they made a schematic of it and put it in thier factories. Out came thousands of these bast ard toys which they then through at the masses, some where happy, others didnt know what to make of them, and others still wished they had older toys. But they understood the days of metal toys where gone, and that they should learn to live in a world of streamlined plastic, it is an ephemeral world where people come and go, enjoy the frictionless environment and then go or get bored. This isnt a world where people want to settle, it is a city of passers though, built for guests and not citizens.
The End.
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