Droid Engineer Archive
Thread: Can someone repost what TH posted?
I can't post what he said because of some code problem or something?!
?!
Try this link though: http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=24997
That is a lot easier said than done...
The post is rife with HTML, and cutting and pasting into notepad does funky things...
But I'll do it anyway, sorry, not gonna clean up the formatting.
Publish 7: Droid Invasion
Droid Engineer Issues Addressed:
· Wound Repair Kit
· Droid Battery consumption rate halved (enabling them to last twice as long)
· Droids will no longer be susceptible to poisons, bleeds, /warcry or /intimidate
A basic overview of the combat module functionality looks like this:
· Combat Droids will have all the fighting functionality of a regular combat-capable creature (CL10)
· These options will function like creature pets.
· All players will have the ability to own and operate these combat droids.
· All players will now be able to have both a CL10 creature pet and a CL10 combat droid called out at the same time.
· Combat Droids will be crafted.
· A combat droid is a droid that is capable of attacking things, in addition to other potential droid capabilities that can be added to droids currently.
· The normal crafting process is used, and a combat module is included in the droid.
· Combat module will only mount in droids capable of combat. They can be placed in one of the general droid module slots that already exist on the droid chassis’, seen during the crafting of the droid.
· Combat module is crafted in exactly the same fashion as other droid modules, using a draft schematic, resource ingredients, and previously crafted component ingredients.
· Combat modules can be crafted at varying quality levels, which can be seen when the module is examined.
· Combat modules stack and if more than one of them is placed in a single droid, they have a cumulative effect.
· To have the strongest combat droid, six 100% combat modules must be used in constructing a droid.
Publish 8: Droids Rebuilt
Droid Engineer Issues Addressed:
· Droid HAM Experimentation to make droids more powerful has been implemented
· Display for power meter
· Droid Customization Kit
- kit useable by anyone
- customization lasts longer
· Customized appearances for Droid Deeds so that Droid Engineers can display the models they sell.
It is still an early look, but here is our goal for Droid Modules:
Entertainer module: Entertainers would get a certification so that only they could use this droid (no combat functionality is added so its different that the combat certs). This module would allow an entertainer to queue one of 10 different new effects (smoke, lighting, etc.) The advantage is that the droid won’t consume entertainers HAM (just batteries). Each module will represent a different effect. So with 10 different effects, there will be 10 Entertainer modules which means the higher level droids with more module slots will be more useful for queuing different effects.
Merchant Barker module: This would give droids the ability to bark advertisements, give waypoints to shops, have additional information available so players could list prices, services, etc through a radial menu command.
Covert Detector Module: The covert detector module would allow a droid to detect and disable a covert detector in an area.
Exploding Module: This combat ability would consume a droid in a fixed damage blast.
These changes in addition to combat droid modules and utility modules will address 8 of the 10 Droid Engineers’ Questions. We are very interested in hearing what people have to say throughout this discussion. I’ll post follow-up threads on In Dev and In Concept for each main topic.
Kurt "Thunderheart" Stangl
Assistant Community Relations Manager
Sketh wrote:
That is a lot easier said than done...
The post is rife with HTML, and cutting and pasting into notepad does funky things...
But I'll do it anyway, sorry, not gonna clean up the formatting.
Aha! That was what was wrong