Droid Engineer Archive

Thread: Yoda-5499’s Proposed “Droid Handler Profession”

Yoda-5499
Thu Aug 11, 2005 11:40 pm
#1

Yoda-5499’s Proposed “Droid Handler Profession”

Remember, this is all very basic stuff.

/crackknucklesloudly

Profession Prerequisites: None
Other Skill Tree Prerequisites: Engineering IV, Ranged Support IV
Novice Prerequisites: 30,000 Droid Crafting XP

Points Required To Start: 6
Points Required To Get Master: 2
XP Required To Master: 1.000.000 Droid Handling XP

This profession includes skills from both droid commanding and training disciplines. A droid under control can be sold to other players who have sufficient skill to control it.
________________________________________
Skill: Novice Droid Handler

Title: Novice Droid Handler

Abilities:
Droid Command: Fire
Droid Command: Cease Fire

Skill mods:
Additional Droids +1
Stored Droids +4
Droid Effectiveness in Combat +5

Commands:
The Droid Command “Fire” makes the droid to begin attacking a designated target. This command allows the droid to attack with more power than someone who uses the “Attack” command.
The Droid Command “Cease Fire” allows the Droid Handler to tell their droid to stop attacking.
________________________________________
FIRST SKILL TREE
________________________________________

Skill: Droid Command I

Certs: Battle Droid

Skill mods:
Droid Effectiveness in Combat +5

At this level, the player has the authority to control a normal Battle Droid.

________________________________________

Skill: Droid Command II

Certs: Destroyer Droid

Skill mods:
Droid Effectiveness in Combat +5

At this level, the player has the authority to control both normal Destroyer Droid (a.k.a. Droideka) and a Battle Droid with either a “Command Chip” or a “Battle Chip.”
________________________________________

Skill: Droid Command III

Certs: Super Battle Droid

Skill mods:
Droid Effectiveness in Combat +5
Max Level of Combat Droids +3

At this level, the player has the authority to control botha normal Super Battle Droid and a Destroyer Droid with either a “Command Chip” or a “Battle Chip.”
________________________________________

Skill: Droid Command IV
Title: Combat Droid Specialist

Certs: Crab Droid

Skill mods:
Droid Effectiveness in Combat +5
Max Level of Combat Droids +5

At this level, the player has the authority to control both a normal Crab Droid and a Super Battle Droid with either a “Command Chip” or a “Battle Chip.”
________________________________________

Quick notes:
The “Command Chip” allows the droid to shoot accurately and to have a better AI when it is fighting with the risk of less power per shot all the time it is fighting unless this ability is turned off. This chip also gives the droid “command” over other droids by the Droid Handler or other droids in the same group which have a “Battle Chip.” If more than one droid has the “Command Chip”, the highest CL will be in command. If once again that second droid with a “Command Chip” is the same CL, the droid which was called first will be in charge. Those under the “command” of the droid with the “Command Chip” will attack the same target it is attacking unless told otherwise by owner of that droid.

The “Battle Chip” allows the droid shoot faster with more power than normal with the risk of lower accuracy all the time it is fighting unless this ability is turned off. Droids with the “Battle Chip” will fire upon the same target as the droid with a “Command Chip” in it (see above). If no droid with a “Command Chip” is called, the highest CL of the droid with “Battle Chips” will be in “command” of the other droids. If two droids both have the “Battle Chip” and the same CL, the droid which was called first will have “command” over the other droids.

Battle Droid: Small infantry unit. Standard model combat droid. Lower CL than other droids but no reduction to any aspect of the droid itself. The droid is built with a standard rifle, but can be equipped with other ranged weapons that fit its CL.

Destroyer Droid a.k.a Droideka: Faster moving than the Battle Droid with a higher increase of CL which leads to more power. Less protection on this droid might lead to an easy kill. The destroyer droid has built-in blasters but can be modified to fire blasts from other ranged weapon that match it’s CL (their image would only change to the level that their blasters would look different rather than them holding the actual weapon). Note: Shield generators are not in this original model for I believe it would upset the balance. To my knowledge, the Destroyers already in the game do not have shield generators. This is subject to change after hearing the opinion of the DE community.

Super Battle Droid: Slower than the Standard Battle Droid. Slightly higher CL than the Droideka for it has more power and stronger armor, but makes an easy target to hit for its slow movement. The Super Battle Droid has built-in blasters in its wrist, but they can be modified to fire other ranged weapons that fit its CL (their image would only change to the level that their blasters would look different rather than them holding the actual weapon).

http://www.starwars.com/databank/droid/crabdroid/?id=eu target=_blank>Crab Droid : Faster than the standard Battle droid but not as fast as the Droideka. Higher CL than the standard Battle droid, but not as high as the Super Battle Droid. Unable to be equipped with any additional chips. They have built in blasters in their head which could be replaced with other weapons that fit their CL (their image would only change to the level that their blasters would look different rather than them holding the actual weapon).

Message Edited by Yoda-5499 on 08-12-2005 01:07 PM



***My Signature***

Adnil Nedlog
Master Droid Engineer/Master Artisan/Master Merchant
Master Pilot/Freelance Pilot Ace/Novice Marksman

Read my posts as if I talked just like C-3PO:

"Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
Yoda-5499
Thu Aug 11, 2005 11:41 pm
#2

SECOND SKILL TREE
_______________________________________

Droid Programming I

Skill Mod:
Stored +2
Droid Effectiveness in Combat +5

Abilities:
Droid Command: Power Weapon
Droid Command: Restore Power

The Droid Command “Power Weapon” allows droids to use energy from their own power supplies to increase damage given by their weapon(s) resulting in decreased energy levels of each droid that uses it.
The Droid Command “Restore Power” allows droids to reconfigure their power from both their supplies and their weapons to the default state.
________________________________________

Droid Programming II

Skill Mod:
Stored +2
Droid Effectiveness in Combat +5

Abilities:
Droid Command: Patrol Area
Droid Command: Guard

The Droid Command “Patrol Area” allows droids to patrol an area and to halt any who to not fit set standards (i.e. Imperial players have their droids stop Rebel aligned characters and vice versa or Neutral droids stop either faction). After reporting in the halting of a character, the Droid Handler could then proceed to tell their droids to fire upon character in question or to let them pass.

The Droid Command “Guard” allows a droid to guard an individual player, whether it be the Droid Handler themselves or someone else.
________________________________________

Droid Programming III

Skill Mod:
Stored +3
Droid Effectiveness in Combat +5
Max Level of Combat Droids +3

Abilities:
Droid Command: Hazards Clearing

The Droid Command “Hazards Clearing” allows a droid to check an area for possible threats that could harm the Droid Handler/Group. This includes the warning of toxic gases, tripping mines without damaging the droid (in most cases ), detecting enemy targets hidden from view (i.e. over a hill or beyond a range of 128(?) meters) and being the first to enter an room/area (such as DWB).

________________________________________

Droid Programming VI
Title: Droid Program Analyst

Skill Mod:
Stored +4
Droid Effectiveness in Combat +5
Max Level of Combat Droids +5

Abilities:
Droid Command: Formations

The Droid Command “Formations” allows the Droid Handler to tell a group of their group to move in a given formation. These formations would be used while guarding and patrolling. Attack formations may also prove to be a wise move. A few patterns would be a wedge formation, a box around a designated target to guard, a single droid line (front to back) to hide their numbers or a steady line (left to right) to cover more area while attacking.
________________________________________



***My Signature***

Adnil Nedlog
Master Droid Engineer/Master Artisan/Master Merchant
Master Pilot/Freelance Pilot Ace/Novice Marksman

Read my posts as if I talked just like C-3PO:

"Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
Yoda-5499
Thu Aug 11, 2005 11:42 pm
#3

THIRD SKILL TREE
________________________________________
Droid Thought I

Skill Mods:
Droid Effectiveness in Combat +5

Abilities:
Droid Command: Droid Trick 1

The Droid Command “Droid Trick 1” allows the droid to perform a short action which would heal Battle Fatigue (currently not in-game) and Mind/Focus/Willpower wounds of players. It also confuses enemy NPCs for 10(?) seconds.


________________________________________

Droid Thought II

Skill Mods:
Droid Effectiveness in Combat +5

Abilities:
Droid Command: Concentrated Fire

The Droid Command “Rapid Fire” allows the droid to fire its weapon at one spot of an enemy at a rate of 150% less than the normal firing rate, but with 25% more damage to a specific part with each shot.

________________________________________

Droid Thought III
Skill Mods:
Droid Effectiveness in Combat +5
Max Level of Combat Droids +3

Abilities:
Droid Command: Droid Trick 2

The Droid Command “Droid Trick 2” allows the droid to perform a short action which would heal Battle Fatigue (currently not in-game) and Mind/Focus/Willpower wounds of players. It also confuses enemy NPCs for 10(?) seconds.
________________________________________

Droid Thought IV

Title: Droid Thinker

Skill Mods:
Droid Effectiveness in Combat +5
Max Level of Combat Droids +5

Abilities:
Droid Command: Rapid Fire

The Droid Command “Rapid Fire” allows the droid to fire its weapon at a rate of nearly 150% faster than normal for 10(?) seconds. The power of each blast is reduced by 25%. This command would work well against larger enemies rather than smaller ones.



***My Signature***

Adnil Nedlog
Master Droid Engineer/Master Artisan/Master Merchant
Master Pilot/Freelance Pilot Ace/Novice Marksman

Read my posts as if I talked just like C-3PO:

"Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
Yoda-5499
Thu Aug 11, 2005 11:43 pm
#4

FORTH SKILL TREE AND MASTER
________________________________________
Droid Management I

Skill Mods:
Droid Effectiveness in Combat +5

Abilities:
Droid Command: Group

The Droid Command “Group” allows the droid to be an active member of a group. It will try to do things that are best for the group like acting as a “tank” to draw fire away from the rest or to protect a certain member.
________________________________________

Droid Management II

Skill Mods:
Droid Effectiveness in Combat +5

Abilities:
Droid Command: Chase
The Droid Command “Chase” enables the droid to follow another target. If a droid is told to do this to an enemy target, it will chase the enemy to the point at which it can attack it.
________________________________________

Droid Management III

Skill Mods:
Droid Effectiveness in Combat +5
Max Level of Combat Droids +3
Additional Droid +1

Abilities:
Droid Command: Friend

The Droid Command “Friend” enables the droid to allow a player to come within a preset distance of the Droid Handler. If the player is not befriended with the droid and stays within the preset distance for longer than 120(?) seconds, the droid will issue a warning to the player every 20 seconds. After 3 warnings (60 seconds), the droid will proceed to attack the unknown player unless the Droid Handler turned off this action via the radial menu.

________________________________________

Droid Management IV

Title: Mechanical Management Expert

Skill Mods:
Droid Effectiveness in Combat +5
Max Level of Combat Droids +5

Abilities:
Droid Command: Ride

The Droid Command “Ride” allows a droid to ride in a multi-passenger vehicle with the Droid Handler that controls it. This would allow a Droid Handler to transport his droids faster than if he had to run to a location. Droids like Battle Droids and Super Battle Droids could sit in the seat whereas the Droideka and the Crab Droid would have to go in the “trunk” of the vehicle (they would not be visible when traveling but wouldn’t need to wait to be called in an area other than a city). When the Droid Handler enters/exits a vehicle, the droids will automatically enter/exit it as well unless they are in combat.
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Master Droid Handler
Title: Master Droid Handler

Certs:
IG-100 MagnaGuard
Commander Droid

Skill Mods:
Droid Effectiveness in Combat +5
Max Level of Combat Droids +12
Additional Droid +1
Stored Droids +5

Droid Command: Transfer

By becoming a Master Droid Handler, the player would have the power to control an IG-100 MagnaGuard with either the “Battle Chip” or the “Command Chip.” Along with the IG-100 MagnaGuard, a Commander Droid, like http://en.wikipedia.org/wiki/Minor_droids_in_Star_Wars#OOM-9 target=_blank>OOM-9 , could be used. These droids would allow an extra an Battle Droid, regardless of CL, to be used alongside that Commander Droid and any others the player my have called out. Only one Commander Droid could be called out at a time. This would increase the size of the “personal droid army” a Master Droid Handler could have. Note: The Commander Droid would be a Battle Droid but could only use the basic weapon it was built with.

Also be becoming a Master Droid Handler, you can use the Droid Command “Transfer” which allows you to transfer you droid to another player who is certified to use that droid.

________________________________________
Quick Notes:
The http://en.wikipedia.org/wiki/IG-100_MagnaGuards target=_blank>IG-100 MagnaGuard will be the fastest, strongest, smartest, and most deadly a player can own. This droid is built with a basic http://www.starwars.com/databank/technology/electrostaff/ target=_blank>electrostaff , but can be equipped with other melee and ranged weapons that fit its CL.

Droid Effectiveness in Combat relates to how accurate the droids are when they fire their weapons and how they react in different situations. A Droid Handler with a small amount of this skill would have droids that could be missing 15% of the time and have droids that take a few seconds to recover from a hard hit. A Droid Handler with a lot of this skill would have droid that rarely miss and recover almost instantly from hard hits.

The Max Level of Combat Droids skill mod reflects how stronger the droid can be. Since all players can have a droid at CL 30 already, the skill mod doesn’t play any role until the III and IV part of each skill tree.

The Stored Droids skill mod allows a Droid Handler to have more droid than the normal player. This is useful when planning different methods of using their forces i.e. several different droid combinations for guarding or attacking.

Additional Droids skill mod allows the Droid Handler to have more than one droid out at a time, with a max of 3 droids out by Master Droid Handler.

And finally, I’d like to say that this is open for discussion. This is very basic stuff. I haven’t made the exact XP required for each skill or described each tree or anything like that. These are my ideas, but I want the DE community to look at this and see if there is anything that needs to be tweaked a little or if I should add something. I used the Creature Handler profession as the base of most of this. Since a lot of the things you learn in the Creature Handler profession are already available to the normal player in the ways of droids (Store, Attack, Stay, etc.), I had to work around that, making up new commands and adjusting the CL factor and whatnot. But if there is something that doesn’t add up right or doesn’t fit, just post it and I’ll double check my posts and correct that problem. Oh, and you can admire me and sing my praises if you’d like .

Message Edited by Yoda-5499 on 08-11-2005 11:43 PM



***My Signature***

Adnil Nedlog
Master Droid Engineer/Master Artisan/Master Merchant
Master Pilot/Freelance Pilot Ace/Novice Marksman

Read my posts as if I talked just like C-3PO:

"Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
Cphopp
Thu Aug 11, 2005 11:47 pm
#5

oooooooooo baby =0



Chop's Shop *** 90 , 6100 *** 700m from Nym's : Lok
Bria : WRATH : Cphopp : Pre-CU Bounty Hunter Extraordinaire
Xafen:Master Shipright:12 pt Master Droid Engineer:Master Artisan:Merchant
Previously Cphopp 70 Wizard of Kane Bayle : EVOLUTIA

jcarlson34
Fri Aug 12, 2005 1:23 am
#6

Good work bro! Hope this makes it into the game.


Tis a shame when we struck down the droid handler proposal the first time way back when... the devs really haven't thrown a bone our way since then. I think we burned em on that, got basic "combat" droidsand since then, JTL was our only real improvement. Its been all down hill since the CU.. when was the last time you saw someone using a droid often?






Cameo - Droid Engineer | Shipwright | Artisan | Merchant
Proximo - Master Lightsaber Duelist | Force Dabbler
Octavious - Bounty Hunter | Carbineer | Pistoleer


Sur-Jamkar
Fri Aug 12, 2005 9:33 am
#7

I'd love to see your dream a realization, but as an elite profession for Droid Engineers.


The main point that will keep this from happening is that when DE's were asked to vote on what they wanted


A. An improved Droid Engineer profession


or


B. A Droid Handler profession


The masses voted to fix the main profession. Which at the time was a novel idea. If they asked us to vote again (Because apparently SWG cant have 2 professions with droids) then I'm sorry to say, but I'd say Fix the problems we already have!


But my original comment still stands. Make a Droid Handler profession for Master DE's to handle Combat Droids like CH's do.







Sur-Jamkar: more known to others as Sur
The force is strong with you young one, but you are not a Jedi yet..."

Eriador: Trader. Engineer. You're first choice in state of the art droids and highly complicated electronic components.

Jenden
Fri Aug 12, 2005 11:35 am
#8

Couple comments.
First off, I'd say one of the pre-requisites should be some form of combat. ranged support 4 would make sense to me. Logically it makes sense (you can't be an effective combat commander if you don't know anything about combat) and balance wise it makes sense (what you've layed out looks pretty powerful for just one skill tree as the pre-requisite).
Secondly, I'm worried that some of the abilities will be removing basic abilities from normal players (or they won't really add anything if you don't take them away). Chase, Guard, transfer, and formations are all currently available to any player, and your new versions didn't seem to have any real modifications that would make the DH ones better.
Some of the abilities seem a bit too far out there technical wise. things like the hazard clearing, patrol, and befriend commands may be possible, but it would take a lot of effort for abilities that I don't think people would use much.

Brainstorming ideas is good, but just keep in mind this should really come after a lot of professions have been fixed and things are going pretty well. The last thing we need right now (and probably for the next year or so) is another profession.



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

Yoda-5499
Fri Aug 12, 2005 1:05 pm
#9

If we voted again, I'd vote for fixing us now before adding anything else. I would love it if Droid Engineers could control droids like Creature Handlers could. But I figured Creature Handlers have Bio-Engineers, Droid Handlers would have us. Trying to go with the whole balancing thing there. But I guess you could say we already have at least two professions to supply, Bounty Hunters and Pilots, and we should get it for ourselves(not to be greedy but because we would be the few qualified to handle them).

I know that most of the bugs should be fixed first before any new content is to be put in-game. This was something I came up over time when I was bored by adding things like "wouldn't it be neat if" or "that would look totally wicked!" as they came to me. I guess it would be nice to have something like this ready if the time ever comes in whch a new profession could be added.

I knew I was going to have to have some combat pre-requisite, but I didn't know which would be the best. Ranged Support IV sounds like the best choice so I'm going to go ahead and change that.

As for the commands, I am stumped. I tried to use the Creature Handler commands and just "Copy & Paste" them into a droid format but all of the things were already given for each droid owner. I guess you could call those "placeholders" until I could find a new droid exclusive command that wouldn't be too much like Hazards Clearing.

Still open for discussion.



***My Signature***

Adnil Nedlog
Master Droid Engineer/Master Artisan/Master Merchant
Master Pilot/Freelance Pilot Ace/Novice Marksman

Read my posts as if I talked just like C-3PO:

"Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
Sodan-droiddreamer
Fri Aug 12, 2005 1:10 pm
#10






Jenden wrote:
Couple comments.
First off, I'd say one of the pre-requisites should be some form of combat. ranged support 4 would make sense to me. Logically it makes sense (you can't be an effective combat commander if you don't know anything about combat) and balance wise it makes sense (what you've layed out looks pretty powerful for just one skill tree as the pre-requisite).
Secondly, I'm worried that some of the abilities will be removing basic abilities from normal players (or they won't really add anything if you don't take them away). Chase, Guard, transfer, and formations are all currently available to any player, and your new versions didn't seem to have any real modifications that would make the DH ones better.




I agree. Why not add specials attack commands? Or combat bonuses like +5 ranged defense when grouped with combat droid, etc.





Jenden wrote:

Brainstorming ideas is good, but just keep in mind this should really come after a lot of professions have been fixed and things are going pretty well. The last thing we need right now (and probably for the next year or so) is another profession.



Disagree. We need combat droids in game yesterday.





Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
Yoda-5499
Fri Aug 12, 2005 1:28 pm
#11

Bonuses. Good idea. I thought of this but I had just one problem; what? What would they do? What would be the bonuses? I'm not good with the number side of things so I don't know how it would play out.

As for Special Attacks, would they have to be universal commands that each droid could do or would each chassis have it's own special attack? If they were individual, I could tell you off the top of my head! Droidekas would roll into ball from and ram enemies. Crab Droids could dart and dodge blasts while firing at a steady rate. Super Battle Droids could get real close and hit enemies with it's large arms. IG-100 MagnaGuards could attempt to injure certain parts of the target (legs, torso, arms, etc.) and Battle Droids could...um....they could....err....I'll get back to you on that. Any of this sound good?

And as for adding combat droids, it would REALLY mess up the system if they were put in now. Fix droids, then we could add this stuff.

Message Edited by Yoda-5499 on 08-12-2005 01:29 PM



***My Signature***

Adnil Nedlog
Master Droid Engineer/Master Artisan/Master Merchant
Master Pilot/Freelance Pilot Ace/Novice Marksman

Read my posts as if I talked just like C-3PO:

"Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
Akkori
Fri Aug 12, 2005 3:43 pm
#12

I like the DH prof, but I would easily ask first to fix the core professions. Give us more chassis, working modules that WE want, more functionality, etc... then, after thats in, and the other 3 or 4 needy profs are also fixed, *then* put in a DH prof. But I would say it needs a tree in SL as a pre-req. Or CH, but I would love to completely divorce DE from CH.



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
MikeHeXt
Sat Aug 13, 2005 8:03 am
#13

Oh damn, I just noticed this thread after i posted mine.



General Mike' HeXt-Elder Jedi Master Imperial "Rebel Slayer"

CPT HeXt -- ElderClone Bounty Hunter/Commando "Rebel Jedi Slayer"

Myke' HeXt- Trader of some type"DWB Fodder"


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