Droid Engineer Archive
Thread: A new take on droids.
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BuhamutLotde
Fri Aug 22, 2003 8:40 am
#1
I have come up with a way to (IMO) make everyone happy.
The main problem we DE's face is the fact that there are ch's and ch/be pets. We are always in compition with them to sell our droids over there pets -- why don't we make our droids work on a different system then the pets so they can't be compared.
Here is my idea: First off the bars need to be changed, we will keep them all but they will represent completely different things -- The red "Health bar" should be changed to represent a droids integrity(sp). The green "action bar" should be the droids power level. The blue "Mind Bar" should represent the droids sheilds if any (I have taken spices before and when i got the downer effect I had no health bar left -- so I know it will still funtion with out any sheilds, or a 0 mind bar).
The best way to explain my next idea is to put it in a battle situation. Lets say you have a Droideka (DE Master Only) out on the field -- I see it as being made with heavy weapons and sheilds but shouldn't have armor over AR1(maybe Armor mod2) (look at it -- fast an manuverable with heavy weapons -- not bulky with armor). Now we'll say that it was made with the top components -- Weapon module 4 (made by weaponsmith), armor module2 (made by Artisan or DE), and shield module 4(made by armorsmith). Also construction of the parts would be esential -- each part would have duribility and effectiveness with little things added depending on the component (ie. Weapon sections would also have a damage mod)-- the higher the durability the more duribility it has (100/100 or 1000/1000), and the higher the effectiveness the better it works -- say you experiment on a motavator to 97% effectiveness, the droid it is installed in can move at 97% the max spped for that chassis -- which COULD be the equivalent of a pc with terrain nogotion 3.
Now for aguments sake lets say that the sheild module 4 gives our droideka 1.6k sheilds (1.6k mind bar -- 3=1.2, 2=800, 1=400. All at max effiency) When the droid enters combat he has to raise these sheilds up from 0 based on the sheild mods recharge rate. These sheilds will take lets say 1 power for every 5 or 10 shield point (think of it as a special action cost), and the sheilds will continue to raise until full or the droid runs out of power. As the droid takes fire or melee damage the sheilds will obsorb all the damage until at 0 then any extra damage from that attack will carry over to hit the droid. Not to mention that any attacks towards the droid after the sheilds were knocked down will only have to overcome as much sheilding as the droid was able to bring back up in the time between attacks. As the damage hits the droid it deals damage to the red health bar after the armor modifier. For every 5 damage that the health bar takes, all internal components get a small random spalsh of damage too (lets say 0-5, with 0 weighted x3, ie. 00012345). This damage is applied to the components Durability -- once the durability gets to 0 the part is destroyed and the droid can no longer use that funtion(ie. motovator blows out, now the droid cant move) and has to be replaced or even upgraded by a DE. You could have the part repaired if it is damaged before it is destroyed ... much like we can do with weapons or armor now. If the health bar should ever reach 0 (god forbid), then the droid is destroyed and the components that were not destroyed can then be salaged off the corpse.
So every time that the doideka fires his gun it has a "cost" of power and a little health (maybe only 1 or 2) or every time that you command the droid to do any action the same will apply. The white bar damage can be fixed by a repair droid or DE -- The green power bar can be fixed with a power droid or DE(batteries) and the black parts could only be fixed by a DE. The bars should slowly recover on there own ... just for playability's sake.
If the droid runs out of power he becomes incapped (shuts down -- stops firing, can't move, can't continue to recharge shields) and just sits there (maybe in a slumped over posture ...). It can still be Shot at and once the shields are completely drained(they stay up but slowly drain), it is now completely vonerable to all attacks. and is a very easy target.
Just some other ideas to refine these thoughts:
Perhaps as the parts take damage the effiency of the part goes down a little too ...
Perhaps the sheild recharge rate could be experimented on?
There is a whole list of other things I could put up -- but I want your opions.
I love this idea and wish it could be here tommorow but I might never see it at all..
Have at it!!
Buhamut Lotde
The main problem we DE's face is the fact that there are ch's and ch/be pets. We are always in compition with them to sell our droids over there pets -- why don't we make our droids work on a different system then the pets so they can't be compared.
Here is my idea: First off the bars need to be changed, we will keep them all but they will represent completely different things -- The red "Health bar" should be changed to represent a droids integrity(sp). The green "action bar" should be the droids power level. The blue "Mind Bar" should represent the droids sheilds if any (I have taken spices before and when i got the downer effect I had no health bar left -- so I know it will still funtion with out any sheilds, or a 0 mind bar).
The best way to explain my next idea is to put it in a battle situation. Lets say you have a Droideka (DE Master Only) out on the field -- I see it as being made with heavy weapons and sheilds but shouldn't have armor over AR1(maybe Armor mod2) (look at it -- fast an manuverable with heavy weapons -- not bulky with armor). Now we'll say that it was made with the top components -- Weapon module 4 (made by weaponsmith), armor module2 (made by Artisan or DE), and shield module 4(made by armorsmith). Also construction of the parts would be esential -- each part would have duribility and effectiveness with little things added depending on the component (ie. Weapon sections would also have a damage mod)-- the higher the durability the more duribility it has (100/100 or 1000/1000), and the higher the effectiveness the better it works -- say you experiment on a motavator to 97% effectiveness, the droid it is installed in can move at 97% the max spped for that chassis -- which COULD be the equivalent of a pc with terrain nogotion 3.
Now for aguments sake lets say that the sheild module 4 gives our droideka 1.6k sheilds (1.6k mind bar -- 3=1.2, 2=800, 1=400. All at max effiency) When the droid enters combat he has to raise these sheilds up from 0 based on the sheild mods recharge rate. These sheilds will take lets say 1 power for every 5 or 10 shield point (think of it as a special action cost), and the sheilds will continue to raise until full or the droid runs out of power. As the droid takes fire or melee damage the sheilds will obsorb all the damage until at 0 then any extra damage from that attack will carry over to hit the droid. Not to mention that any attacks towards the droid after the sheilds were knocked down will only have to overcome as much sheilding as the droid was able to bring back up in the time between attacks. As the damage hits the droid it deals damage to the red health bar after the armor modifier. For every 5 damage that the health bar takes, all internal components get a small random spalsh of damage too (lets say 0-5, with 0 weighted x3, ie. 00012345). This damage is applied to the components Durability -- once the durability gets to 0 the part is destroyed and the droid can no longer use that funtion(ie. motovator blows out, now the droid cant move) and has to be replaced or even upgraded by a DE. You could have the part repaired if it is damaged before it is destroyed ... much like we can do with weapons or armor now. If the health bar should ever reach 0 (god forbid), then the droid is destroyed and the components that were not destroyed can then be salaged off the corpse.
So every time that the doideka fires his gun it has a "cost" of power and a little health (maybe only 1 or 2) or every time that you command the droid to do any action the same will apply. The white bar damage can be fixed by a repair droid or DE -- The green power bar can be fixed with a power droid or DE(batteries) and the black parts could only be fixed by a DE. The bars should slowly recover on there own ... just for playability's sake.
If the droid runs out of power he becomes incapped (shuts down -- stops firing, can't move, can't continue to recharge shields) and just sits there (maybe in a slumped over posture ...). It can still be Shot at and once the shields are completely drained(they stay up but slowly drain), it is now completely vonerable to all attacks. and is a very easy target.
Just some other ideas to refine these thoughts:
Perhaps as the parts take damage the effiency of the part goes down a little too ...
Perhaps the sheild recharge rate could be experimented on?
There is a whole list of other things I could put up -- but I want your opions.
I love this idea and wish it could be here tommorow but I might never see it at all..
Have at it!!
Buhamut Lotde
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