Droid Engineer Archive
Thread: Patition to remove DE critical failures (same as architect)
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Vampiric_Hoshi
Thu Oct 28, 2004 1:47 pm
#1
So here it is. Another patition for you all to sign or ignore 
This one is to effectively remove critical failures from the crafting process of Droid Engineer. When you gain a critical failure, no component/sub component or resource will be lost.
What justifies this?
Although the resource cost for building a droid doesn't compare with that of architect, the shear volume of components sub components and individual resources and rare resources that go into one droid make a failed droid as much of a financial and time-wasted issue as an architect failing on a small house.
We don't lose 60k of ore, we instead lose things like composite pannels, lidium extrusive ore, an excess of droid brains and electronic memory modules etc etc.
I would like anyone that challenges this change to build an R3 with 6 fully experiemnted combat modules and level 6 defense modules and geta critical failure on the final droid and see then what we DE suffer on a daily basis.
Even with a droid crafting module of 10, crafting tool of 15 master droid engineer bonuses plus the droid engineer bandoleer with skill tapes I still average atleast 1 critical failure every 5-10 droids/modules and 2experiment failures every 5-10 droids/modules. As a master of a profession who's crafted items require such a large dependency on components from other professions (more so than ANY other crafting profession) I fully believe this warrants the change.
/sign if you wish to show your own personal feelings toward this.
This isn't a request to get it changed or an addition to the DE wish list. Its merely voicing a desire and opinion 
Atan
Thu Oct 28, 2004 2:08 pm
#2
Well i would /sign for personal matters but for a whole i dont think they should introduce it...
Because the next step would be to remove crit. Failures for loot components, and who knows what next.
Well they should simply decrease the rate of criticals for masters, instead of removing them completely
MfG
Atan
P.S.: I think it is written "Petition" 
psikobunny
Thu Oct 28, 2004 3:52 pm
#3
I am remaining firmly neutral, since I agree something needs to be done about crits in the game, I don't think letting you keep your resource is the solution. Note that shipwrights get this "ability" now, for at least some of their items. Personally I think if the system for lowering failure rates was a bit more transparent, and the process for improving success a bit more manipulatable, then it wouldn't be necessary to give certain professions a crutch.
Basically my point is this: I'd be much happier if the system of high end crafting tools, stations, foods, municipal bonuses, SEAs, FS abilities, etc all worked a bit more cohesively and visibly. Then, it would be easy to take the high road and say, you have the option of doing X, Y, and Z to reduce failures, go do it. In the end that is more immersive and realistic to me anyway.
hamhamthe3rd
Thu Oct 28, 2004 3:58 pm
#4
i have noticed a lot more critical failures on assembly than i ever had BUT as long as everyone else is having them its fine and fair to me.
Death_Dealer
Thu Oct 28, 2004 6:41 pm
#5
while this might be the easy way out, i think its not quite fair. Yes, is it nasty to loose all those subcomponents (specially if u crafted em all by hand like I did ealier for my r3, havent gotten my factories pumping yet, only the basics). I dont think removing em all together would be a good idea. Thats sort of like a "god mode" crafting. Reduce? yes definitely.
ASHRID
Fri Oct 29, 2004 4:22 am
#6
Personally I didnt think Architects should have been granted 'failure immunity' in the first place - sure they lose a lot when they failed, but then they made alot (of money) when they didnt
Drashk
Fri Oct 29, 2004 4:34 am
#7
BillyBobthe50th wrote:
shipwright shouldnt get them either
ASHRID wrote:
Personally I didnt think Architects should have been granted 'failure immunity' in the first place - sure they lose a lot when they failed, but then they made alot (of money) when they didnt
Shipwrights will burn through huge amounts of resources, especially on the Master Level builds.
The same can be said for Architects.
Personally, don't think that there should be a crafting safety net, at least not like this.
Instead, the crafting code needs to be adjusted so that Masters have a far lower chance of loss and Masters with +25 Assembly only have completely failure 1-5% of the time.
I'd rather a blanket for all, then a bubble for a few.![]()
Jomina
Fri Oct 29, 2004 5:35 am
#8
I agree with ya totally there Drashk; and this is after having 3 nice crit fails in a row last night on full R3 units heh
Seems like i have more crit fails now as a master than i did any other time in my career
Anyhow.. I always got rubbed the wrong way when i heard them talking about the immunity on architects, because yes, even though they use a large amount of resources, its still an item they are crafting... still an item that has the same complexity as any OTHER master crafters have, and yet... even though in the end we may spend as much on the rare, uber-expensive ores, as they do on the 2cpu resources to create a lot of things... we have a chance to fail, and they do not/
Its a thing of having 2 equals (in their individual fields) having a huge advantage/handicap. They never have that sweating fear that i get when hitting Next heh
Blah anyhow im really tired and afraid i went into a mild rant there without intending to... but wanted to say i agree with what you were saying... a blanket lowered fail rate on masters at ANY crafting field, DEFINATELY should be there. Should have been to begin with. We're masters for a reason, you know?
Seems like i have more crit fails now as a master than i did any other time in my career
Anyhow.. I always got rubbed the wrong way when i heard them talking about the immunity on architects, because yes, even though they use a large amount of resources, its still an item they are crafting... still an item that has the same complexity as any OTHER master crafters have, and yet... even though in the end we may spend as much on the rare, uber-expensive ores, as they do on the 2cpu resources to create a lot of things... we have a chance to fail, and they do not/
Its a thing of having 2 equals (in their individual fields) having a huge advantage/handicap. They never have that sweating fear that i get when hitting Next heh
Blah anyhow im really tired and afraid i went into a mild rant there without intending to... but wanted to say i agree with what you were saying... a blanket lowered fail rate on masters at ANY crafting field, DEFINATELY should be there. Should have been to begin with. We're masters for a reason, you know?
Vampiric_Hoshi
Fri Oct 29, 2004 8:36 am
#9
Well, Architects still get crit failures with furniture, but don't with things like houses. So how about Droid Engineers get them with everything EXCEPT the final droid product.
duncje
Fri Oct 29, 2004 9:07 am
#10
I think they should institute another failure type: "total failure"
The crit fails would result in a 50% chance to lose each component/resource. Crit fails would start at about 6% at novice and go down to 3% or so at master.
Total failures would not happen as often, maybe 2% of the time at novicegoing down to about .5% at master, and you would lose everything.
And I think a crafter should get double, maybe 1.5 times the normal crafting xp on a failure. Failure tends to teach us more than success, at least that's how it should work...
My 2 credits...
EvilHomerSimpson
Fri Oct 29, 2004 9:48 am
#11
That's what the Force Sensitive Skill: Technique is for. It does seem to help if you don't have access to a reasearch center. Although I did lose a fully loaded R3 chasis the other day, grrr!
Gron_DM
Fri Oct 29, 2004 1:50 pm
#13
specifically the assembly of the droid needs to be crit fail prof...it bites when a chassis fails but when the final assembly goes well....that involves cursing using many bad words 
/sign for any kind of change in this regard
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