Droid Engineer Archive
Thread: Drop Level 1-6 Modules, Use Experimentation
Honestly, who would ever want to buy a droid with a level 1-3 module (except the useless data)? The whole 1-6 modules thing is truly redundant and dumb. Its not even a market for newer DE, as who wants a droid with a 55% medical rating when they can get one for a few extra hundred with 110%? And ESPECIALLY item storage! Come On!! A droid with 1 inventory??!!
If they are gonna let us truly experiment, then let the quality of the Data, Medical, Repair, and Item storage modules be determined through the process of experimentation. Good resources, good tool, good station, good experimentation=Excellent Module.
I think the 1-6 thing is just so they can say we have more modules.
2 level 3 medical modules + 1 food chem crafting station in a General Module Socket Cluster = 1 Food chem station and a medical rating of 110%.
Level 3 medical modules use 45 units or resources. Level 6 Medical moudles use 131 units units of resources. You do the math.
Experimentation already affects modules much as you suggest. I regularly make Level 3 Item Storage modules with a capacity of 6 even though their normal capacity is only 4.
Furthermore, as Rodian mentioned, the "Level" modules can be stacked and their capabilities combined. If you're willing to use extra slots to get a desired result, you can save resources (and in some cases avoid having to use rare resources) by using a pair of experimented Level 3 modules to get the effect of a single Level 6 module.
I used to make R2 units with a Food & Chemical Crafting Station, a pair of experimented Level 3 Medical Modules, and a pair of experimented Level 3 Item Storage modules. It was identical to the "standard" medical R2 that uses the same crafting station, but a Level 6 Medical module and a Level 6 Item Storage module.
you don't have to experiment to get higher numbers.
Item stores are rated what ever say 7 for a level 4 is right IIRC. Well 2 level 4 items combine to give a total of 14 item stores in a socket. But the game caps at 10.
Medical is the same way. As long as the medical numbers add up to over 110% then the unit is 110%.
2 lvl 3s make a lvl 5 i tried it already. the system works like this: Highest rank mod + lowest rank -1=total, 6 being max.
RodianForge wrote:
2 level 3 medical modules + 1 food chem crafting station in a General Module Socket Cluster = 1 Food chem station and a medical rating of 110%.
Level 3 medical modules use 45 units or resources. Level 6 Medical moudles use 131 units units of resources. You do the math.
Gron_DM wrote:
2 lvl 3s make a lvl 5 i tried it already. the system works like this: Highest rank mod + lowest rank -1=total, 6 being max.
That is only true if you're not experimenting. I regularly use a pair of Level 3 Item Storage modules to get 10 total capacity in droids, so in my case 2 level 3s makes a level 6. (2 of my level 3s is actually better than a level 6 - rating 12 vs rating 11, but you can't tell because it gets capped at 10 capacity anyway.)
You can't just ignore the 3rd skill tree in Droid Engineer if you want to be efficient. Even though we only get 5 points of experimentation, those 5 are enough to significantly alter the capabilities of your "Level" modules.
Wow, I didn't know Lidium Extrusive was that bad to get. I bought about 1000 units off the bazaar a long time ago on Kauri. I think I have around 360ish left. I quit using it when I realized an R3 could be made just as well using 2 data 4's instead of using my Lidium for a data 6. I figured they may nerf the stacking mods and actually make data modules useful. I guess my 360 units is worth it's weight in gold now.