Droid Engineer Archive

Thread: DE Vision Document Draft 1 (Updated 07/22/04)

TheRealTK421
Thu Jul 22, 2004 2:47 pm
#1

Droid Engineer 'Vision' Document (draft)

- 07/21/04 -


Note: I present the following as a draft for a Droid Engineer 'vision' document, which we can (and should) work on and complete together...as a DE community. Please understand that I want non-DEs to make commenthere as well (your vision for us is just as important in some ways as our own vision for ourselves).


You'll want to be aware, that TH has always stated that our 'vision' document is the same as our Top 5. As such, I'll be having (when this is all done) a 'short' Top 5 and full/long version (which should have our longer term vision for what DEs should do/bring).


Please feel free to post/suggest an entirely new section (or add a sub-section to a current one, below). I'll update and/or repost a larger version as needed.



This is OUR vision post...I'm just compiling it all to take with...


/bow


Respectfully,







What should being a Droid Engineer 'mean' (in SWG)?


Note: Please add your answer for this and I'll do my best to meld any such answers into one 'uber' answer.



My answer:


When I first saw that SWG was going to have a Droid Engineer profession, I knew that's what I'd be doing. I saw myself tinkering and fiddling with parts to get that "perfect" droid to fly/repair ships, slice the Holonet and openlocked doors, translate the local lingoand generally annoy passersby.I figured that I'd be able to design, configure and build droids of all types to aid in all sorts of cool Star Warsy functions and fit most any need (for all players). My original 'vision' was to be: A major DEinmygalaxy and a purveyor of the highest quality 'funky droid goodness'.


As time went on and I got going, I realized that being a DE meant (in large part) being a miner/resource-collector. That's okay. I figured this might happen and took it in stride. Once I hit Master (thefirst time), I was understandably ecstatic. But that was only the beginning...


I realized as I went further and further along that being a DE meant providing many 'amenity' features for many professions and, sometimes, just making fun 'furniture'. That's cool.That sort of fits what I figured we'd be though I'd hoped for SOOO much more. Bump the Docs/Medics. Make life easier for Crafters. Make cool 'techno-bots' for Entertainers and, of course, make the coolest of cool combat droids.Especially after the two major DE publishes, I've felt a lot more like we actually had to "engineer" droids. It wasn't just the same old, cookie-cutter items shoved into a chassis. I had to pay more attention to what I wasdoing whenchoosing a good droid design and finding a market for my wares.


To me, a Droid Engineer in SWG should be able to design, configure and build droids of all sorts for any number of important purposes (note: not just 'toys'). I want Droid Engineers, and especially the quality of their droid products, to matter to all players. I want players to "need" that great droid...some sub-optimal droid just wouldn't do (unless you're on a budget). I want a great DEs droids to be nearly integral to how a player experiences their time in the SWG universe. It's immersive, it's cool...it's Star Wars.


Alas, I still believethat we've not yet reached our final vision.There's always more to do. I hope you'll add your vision of what we "are" and should be. Only then can we chart our way to our ultimate destiny.






Profession 'Break-down'(tm)


See also: "Droid 'Pulse': TH asked for us to put this together..."


http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=89278




Note on fixes: Some good number of DE bugs should be fixed pre-JTL to leave us in the more bug free state as possible. Since droids will be so integral to JTL, we don't need the additional 'grief' of both ground/space bugs. Let's get ground as bug free as we can....sooner. As always...G's list is the best place to start.



Combat


  • Combat modules: I see these getting expanded to offer more/better special attacks/defensesand more specialized combat 'services'. For now, the generic module is fine but we should definitely branch out at the soonest possible opportunity (like...er...at DC-time).

  • Detonation modules:Right now, I actually see a few things that need to be change on these. There's some range issues and other items that really need to be looked at in the larger CB. However, I still they they need to pack a wallop. The Jedi should be afraid. /flex (Note: I'd been thinking that in JTL, you could push one of these out the airlock and tractor it to do damage. /smile)

Solo Combat:


  • Tanks: Our primary 'tank' bot (the LE and, sometimes, R3 Adv) are....so-so. Nothing special. I'd like to see the ability to affect an LE's walking speed so it can keep up in combat. I also think we need a broader selection of

  • Ranged 'help' (for player tanks): The Probot really gets it done here. I wish we had some more chassis options to add some flavor here though. Again, that's more art time for new chassis. I see these as being in a pretty good place, currently (for what they are meant to be).

  • Droid 'Commander' (or whatever): This is a very up in the air issue until such time as TH sends along the guideline set that's been promised us. For now, I guess we have to consider this to be the droid equivalent of CH...thought it's not clear (yet) how we make DC cool, and separate, from what CHs bring to SWG.

Group Combat:


  • In groups, I'mseeing droids used for tanking (so players can get better XP), as Med/CM droids and as a 'Star Warsy' way to have a cool combat pet around. They don't currently bring a cool, droid-specific role in groups but there are many examples of groups of players using groups of droids in combat (auto-repairing each other, ganging up MSE bombs on Jedi, etc.). Perhaps some kind of nice SL modules or GCW-related group modules are the key to group combat droid use (for now...later, DC will likely do that too).

Utility:


Crafting/BusinessDroid functions:


  • Any of the 4 crafting stations: Mobility. I guess that's it...but it's pretty big. Not many would want to be tied down to a PCS when they can have a droid anytime they want. I'll let you all put forth more on what kind of crafting 'vision' might be possible to get to (and I know there are a TON of great ideas). One thing that I know a lot of you likely want is for the crafting process and stats to make more logical sense (i.e. have Durability actually mean something, in practical terms).

  • Merchant Barker: I''d really like to see these accept a Power Core that could allow for the droid to bark for, say, up to 3 hours at a shot (but is a set number of uses, then "dies"). That gives a Merchant / Combat template character the ability to go on a longer (end-game) content mission, etc. Right now, 1 hour isn't much time to get much done in some dungeons (DWB).

Entertainer Droids functions:


  • Ent. Effects modules: I don't get much feedback one way or another on these. They seemed to be the most perfect aspect of the major droid publishes. They justdon't...er...add enough.I'd like to see more options (such as Ent. 'Recording' droid for making data disks of performances, Hologram modules, etc.).

  • Musician Playback modules: I use one of these on Starsider (Master Musician) and I have to say that it's pretty cool, to me. I'd like to see some of the functionality expand in some ways (multi-track mixing mini-game for buffs?)...but I can get into that elsewhere later.

Scout Droids functions:


  • Creature Harvest modules: Ohh...one of the biggies. These should have their values looked at to see if they can be turned up. In addition, we need to have the "Loot" command tied to them as well. At that point, I'd call these done.

  • Scout Trap modules: The only thing I can say here is that I'd like to see Traps be able to be removed/swapped out. It makes no sense to me that you could load traps into but not change your 'clip'.

Medical Droids functions:


  • Medical modules (Level 1-6): The mobile Med Center. At some point, I think it would be good to have a few additional versions of these modules, possible for poison/disease control, for example.

  • Stimpack Dispensor modules: Sort of cool...but maybe not done yet. As part of the Combat Revamp, we might be able to get the Stim A restriction on these addressed (or have them expanded to fit wound packs, etc.).

General 'Utility' Droid functions:


  • Item Storage: Ahhh...the grand-daddy of all droid features. This is a nice, gotta-have feature but it's always seemed to me like it could go further somehow. I think that having an Item Storage bonus for BLLs would be a great thing (for 20 storage max.).

  • Structure Maintenance: These are great additions....when they work. When they DO finally all work, in all cases, I'd say that having the ability to somehow add power (or just have the current power level stated) would make these "done" (or as done as we're likely to see them).

  • BH droids:

    • Seeker:

    • Arakyd Probe:

  • Auto-Repair: The group-droid user's best friend. I see these as luke-warm and suspect they are more in use by guilds than anything. If you all have ideas...thrown 'em up.

  • Survey Droids: Even though they don't return stats, I still see them move some.It really would be nice to add some other 'flavor' to these, like returning stats on 2 random items in the list or some such. That way, you at least get a chance at something good (i.e. Survey droid mini-game).

Droid Initiatives (to be approved in conjuction with Devs):







JTL (space):


Disclaimer: I am not releasing official info here. It's just me...errr...doing my thing. /grin


  • R-Series (AstroMech): The heart of space. TH has stated that calling droid pets in multi-person ships isn't going to happen (he thinks...I'll help him change his mind). These will help operate ships and pilots will gain programs to control what the R unit can do for him/her.

  • BLL series : I see these as the ship loaders/unloaders. It makes perfect sense. BLLs with storage would be needed to transfer ______ to some types of ship storage (Smuggler, si?).

  • LE Repair / Pit Droids: Vehicle / Ship repair. ....nuff said.

  • Treadwell (WED): Might be needed by Shipwrights for making some types of ship modifications.






DL20+ combat droids (or....'Droid Commander'):


We are still awaiting the design/guidelines doc for their DL20+ combat droid proposal. There have been a few really good suggestions and such (which I've held on to). As the time for this approaches, I'll make sure TH lets us know so we can get our old posts out. /smile







Droid Decay:


We all know we need it. We just have to figure out how to best pull it off. That discussion is alive and well right now and I hope we'll be able to hit a system that really makes sense for everyone. For the latest on this, check Drashk's Droid Decay sticky.







Miscellaneous & Potpourri:


  • GCW DE changes / additions

  • Binding droids to structures

  • More player-craftable droid chassis (combat and utility both) - this might come along with any of the other planned items in this section.

  • DE quest, lootable schematics (chassis, module or special droid armor, etc.







TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Zorkk
Thu Jul 22, 2004 3:27 pm
#2

I'd just like to add a couple things that come to mind, I want to answer your very first question after i've collected my thoughts, but some ideas for enhancements to droids..


Protocol droid: useless right now, waking furniture... make them do what c3po does, and translate! A player can opt not to learn any of the in game languages, but instead, pulls out their droid whenever they are talking to someone they can't understand. The droid will then repeat whatever was said to you, in whatever language you do understand.


MSE droid in conjunction with some new part -> as a 'spy-cam' droid. Basically you'd be able to 'drive' it around, and see what it's seeing... range would have to be rather limited of course (say lesss than 1000M max?)


new kind of smuggler module, that will give a boost to the smuggler's slicing skills.


Another idea i had (which probably isn't as feasible) would be to make a 'communication' droid, so that when your not in a city, to pick up your gmail, or send gmail, you have to open the droid up.


Just a few for now, I had other ideas this morning, but they've escaped me during the long hard day of slavery to my employer. I'm sure i'll remember later


Z




Zorkk the Droidsmith
Force Sensitive Crafting Master
Mayor of Mos Athens, Tatooine


TheRealTK421
Thu Jul 22, 2004 3:32 pm
#3


Thanks for the comments.


Please remember, all....it will be of great help to me if you use the categories above when you mention your issue, addition or 'vision'.

If needed, suggest a new category (or sub-heading) for me to add.


Thanks!


/bow

Respectfully,




TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


OckVofad
Thu Jul 22, 2004 4:36 pm
#4

I'm just making comments on the document i will go into detail later. I think this is a great start and well written. My comments:


Combat Droids


Have combat modules with different damage types: Energy, Heat, Acid , Etc


Armor modules should have resists displayed (How EXACTLY is a level 1 different from a Level 6)


Introduce a special "commando" module where rocket launchers, grenades, and other consumables can be loaded into the droid.


/agree with your other combat examples


Utility Droids


Crafting modules should display the rating/percentage similar to stand-alone crafting stations. We should also be able to craft high quality crafting stations with high quality and rare resources that get a rating close but not as high as the stand-alone unit (maybe 40% instead of 45%).


The biggest complaint i hear from customers on the Merchant Barker is not how long it lasts but the fact that it falls prey to the Autostore Vehicle/Pet bug.


Entertainer Droid: I would like to see a module that would allow Ents to buff outside cantinas like doctors. Now some people will say this is a stupid idea b/c it hurts "immersion" or doesnt make sense. I would argue thatEnt profession classesneed all the help they can get. They have been severely hurt by the hologrind and AFK-buffbots. The current Ent module do not actully help the Ent classes make money. If doctors can buff at starports why not Ents?


Scout Droids: Agree


Stimpack dispensor module should hold Stim-Bs. When I tell people they only hold stim-As they think its worthless.


Item storage: Agree


Structure maintenance: Please, please, please add the ability to deposit power.


BH droids: Fix unlimited seeker usage bug


Auto-Repair: I put these in all my tanks. it cuts down on the use of droid stim dramatically.


Survey droids: When I tell people that these do not do anything other than the resource list they dont want them. Returning stats in some fashion would be very useful. I dont understand why we cant have the survey tool screen open up like the user was actually on the planet. They then get one resource tohighlight and hit the "survey" button and have stats returned.


I'll make further comments later. Got to leave work.




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Admiral-Snackbar
Fri Jul 23, 2004 4:38 am
#5


Please don't ask for quest schematics / parts. While, it's a good idea... it will take them a long time for themto come up with and implement the quest, and even longer to get it working properly. Having these items as loot drops isn't perfect, but at least we'll be able to actually get them.


Instead of both ideas, I'd like to see all those pointless droid schematics removed from faction recruiters and replaced with something we can't build.


Imperial Recruiter


RA-7 "bug droid": Using it's vast knowledge of Imperial policy, this droid nullifies faction penalties for officer ranked non-human Imperials, and provides a small bonus to humans. In all other respects it's an advanced protocol droid and is constructed in the same manner with the same limitations.


Rebel Recruiter


LIN Demolitionmech: Can be bound to a factional installation to replenish it's mines, or called in the field to assist in disarming enemy mine fields. In all other respects it functions as a low-level astromech.


I have a ton of these factional droid ideas, but I'm using these two because the art work is already in game.
OckVofad
Fri Jul 23, 2004 8:22 am
#6

Ok. Heres my thoughts on the rest of the document.


JTL

Since this expansion has been in developement for so long, I'm assuming what will happen with droids is set in stone. I still give my thoughts in case I'm wrong. Disclaimer: I know I am not a Dev and I dont know what is going to happen blaa, blaa, blaa.


What I WANT to happen: There are new modules for navigation, repair, shield usage, and weapon usage. The modulescan fit into

anyastromech chassis but since the R4 and R5 have less slots those droids are inferior tohaving R2 or

R3 units in your ship. Astromech units can be damaged in flight or disabled requiring them to be repaired

or reconditioned.


What I THINK will happen: No new modules but the abilities vary with chassis type. A R5 will only be able to do navigation and

repair while a R2 or R3 will be able to do all ship functions.The current user of a R3 unit will be able to

"plug" his/her droid into the ship and be on their way. They will not have to buy a space-specific

astromech. Astromech units will not take damage individually while in space.


What I DO NOT want to happen: Plugging any astromech into the ship enables all ship functions regardless of chassis. The droid

deed or chassis is used in the construction of the ship and cannot be removed (like a component

similar to the protocol droid/shuttleport). See "What ITHINK will happen".


/Agree with everything else you said especially droids being able to move about multipassenger ships.


Advanced Combat Droids/Droid Commander

I have made multiple posts on these points:


1) I want higher level combat droids.

2) This is the only way we are going to get higher level combat droids. Don't complain.

3) Droid engineers MUST make all the droids.

4) Droid Commander must be well thought out and not a carbon copy of CH.

5) A Master Droid Commander should be able to participate in higher level content such as the Corvette orDWB without being a

a drag on his/her group.


Droid Decay

I have aslo made multiple posts on this topic. I am for a new droid decay system. Combats droids should last abt 2 months. Utility droids should last 3-4 months. I dont care how this is achieved.


GCW DE changes/additions


I would like DE Craftable stormtrooper/rebel armor similar to mandalorian armor but not as impossible to get. Perhaps a high ranking PCcan get a schematic from the recruiter. (My hope with the combat and GCW changes is that craftable faction armor is added and that it is as good as the current armor). Example: DE crafted gloves which give a "cybernetic" bonus to weapon speed.


Binding Droids to Structures

Not a huge priority with me but I like the concept.


More player craftable droid chassis: Ditto


DE Craftable/Lootable items


Not a big fan of loot used in craftable items. There is a reason why the AV-21 costs 3 million credits on my server. If we were to do this I would only want it used in an "Uber" DL20+ droid like an IG-88 or in GCW related items.


My two credits.







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OckVofad
Fri Jul 23, 2004 8:23 am
#7

I dont know why the forums double spaced that part of my message.



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ResourceMonkey
Sat Jul 24, 2004 12:01 am
#8

Droids with JTL:


Once I heard of the space expansion - my first thought was the last 30 mins of Ep. 4 - R2 being lifted and loaded into the X-wing, his 'on flight repairs' and even his demise at a blaster bolt from Vader. How to incorporate this into JTL.


To force EVERY person who wishes to fly to buy a droid isn't feasible. Just too ugly. I think that the ships should come 'as is' with a standard 'droid' so that they can simply buy and fly a ship. But for those few who own their own droids, I was thinking about something like this:


My thoughts are that there are 4 different types of R-units or Astromech Droids.Each body type should give an uniqueinherent bonus - this way, not just one type of droid will be sold since it is 'the best'. You want more speed - get the R2, more shields - R3, more accuracy, the R4, etc. I do not know the stats on flying and what can be improved upon so I won't go into it.


Next are the modules. Have them also give bonuses to different areas just like frame types do - just better or worse depending upon experimentation. Scale and balance will need to be factored in but just like a MBH going into combat with a CDEF or a MBH going in with an LLC - some 'advantages' should work and since it requires NO special skills to own a droid - these bonuses will be available to all.


The only question would be how to use a droid in conjunction with the ship. I imagine that your ship will be stored on your 'datapad'. A radial menu on the ship that says "droid option" would work. Click on it, and a list of all of your droids in your datapad appear - and you choose which one you want to be associated with the ship. That way, when you 'generate' the ship, your droid's bonuses are included in it. It would ROCK if the color pattern of my droid was reflected upon the droid in the top of my x-wing but eh, I won't complain.


Repair - R2 worked on repairing Luke's X-wing as well as the royal shuttle in Ep 1. Perhaps having a 'ship repair' module where, as long as the ship is in flight and the droid is assigned to that ship, a low regen rate is in effect for the ship.


Damage - If your ship is destroyed, your droid becomes damaged and will need to be repaired. I don't know if the system will allow for a 'critical hit' where the droid is rendered inoperative and all bonuses are then lost to that ship during flight (may require more programming than it is worth) so this simple ship gone/droid hurt works. This damage should be the "Black Bar" variety, requiring a Droid Repair of some sort to happen.


Sorry, for the ramble. I am sure you can rehash it and make it more comprehensive.





FRUGA HAS LEFT THE GALAXY - Good luck all, I'm done with this game - Account Closed 9/10/2004
with a two month visit again from 6/05-7/05


Upon launch of JTL - An Empire Deserted (no one on planet) Coming in 2005! "Star Wars Galaxies: The Jedi Empire"
NerfLord
Sat Jul 24, 2004 9:58 am
#9

Here are my thoughts that I would like to add :-


General Utility Droids:-


Structure Maintance:-

I feel these would be better and used more if they could be used to deposit power as well.


Repair Droids:-

At the moment I feel there is no real use of them apart from the new auto repair module, which is working ok ..here are a few points on the matter


i) Repair modules/Le-Repair should be able to repair vehcles and perhaps JLS ships

ii) As this would lose the money sink thats already in, would it be possible to place some kind of money sink in this also?

iii) Master Artisans and DEs should be the only ones to use shuch droids ie mobile repair stations

iv) Addtion of Pit Droid frame.. apart from being cool these could be included just to repair ships perhaps/vehicles and perhaps given some kind of bonus..


Combat Droids:-


I would still like to see higher level droids in the game ie droideka,battle droids, super battle droids etc..Some kind of Droidhandler classwould be great..As already mentioned I would like to see new modules ie new damage types modules.


korveck Voss....Master Artisan ,Master Droid Engineer ,Novice Rifleman


BillyBobthe50th
Sat Jul 24, 2004 7:20 pm
#10

If you were to go with continuity on starfighter droids it should go like this:

R5: only lets you jump to the starting planet's sectors

(naboo,corelia,tatooine,rori,talus)

R4: This one should actually be more useful when dealing with ground vehicles, since that was what it was designed for. In a ship, same abilities as the R5

R2: Lets you jump to anywhere but the deep space sectors

R3: lets you jump to any space sector.



TYTACK SECAC-SCYLLIA GALAXY
CEO OF TYTACKS DISCOUNT DROIDS
LOCATED AT STC, NABOO
_KernMist
Mon Jul 26, 2004 5:05 am
#11

The one thing that really annoys me is modules with multiple levels. No-one ever asks for the lowest capable module I can make, everyone asks for the best I can produce. To me the lower level modules are just TreeFiller to give newbies something to do. The most I would agree is necessary is two variations of a module, a lowtech version (Novice and low level trees) and a hightech version (Master and higher levels).


With some of the modules removed it would be easier to find tree space for *new* modules that actually do different things. Example:


Combat


Lowtech combat modules (As we know them today)


Hightech combat modules (As they are today, but with adding specifics, like heat, acid etc) The way I am thinking here is that if a modules requires Chemical, then make the different chems do different things, like fiberplast add acid, lubricating oil add cold etc.



Wracca
Master Droid Engineer
Wracca's Palace of Droid Love, Mos Espa, Tatooine, Chimaera

Vendor: Maraac - Complete Droids, Mos Espa (-2395, 1403).
Vendor: Graak - Complete Droids, Mos Eisley (2468, -4652).
MarMarSith
Mon Jul 26, 2004 11:22 am
#12

Combat: Make new droid models that are combat specifics, and combat modules that are more specific. (i.e. damage type modules on battle droids or Droidekas). How sweet would it be if I could create a droideka that does stun damage and blast damage. More importantly how much more business would we be getting.


Someone else also mentioned the uselessness of Protocol droids and suggested they do what they do in the movies, Translate. I agree with this statement 100% but we should apply this to all the droids. Probes = attack droids; R2-R5 = ability to enhance space ships, make small repairs, and crafting; Repair droids = repair armor, weapons, and other droids; Medical Droids = ability to heal it's owners wounds and HAM bars like a low lvl medic with Stim B packs, Power droids = recharge droids and other objects requiring power; Treadwell = ship repairs like we see in New hope; etc.


Marzigrif Master Art, Master DE, aspiring shipwright.
OckVofad
Wed Jul 28, 2004 4:41 am
#13

/bump




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