Droid Engineer Archive
Thread: The core of the problem
Here is a list of the current droid functions:
crafting stations
Ranger camps have them too, houses have even better ones, cities have public crafting stations
medical modules
Camps do it too, houses do it too, med centers in cities do it too.
data modules
Nobody needs them.
item storage modules
Get a backpack.
battle droids
Get a pet.
Basically droids can't do anything that can't be replaced by something else in the game, and most of the time those other things do it even better. The first two things in the list might seem the most useful, if you wouldn't have to be either in a camp, city or house to call your droid. Places that already have the functions you would have neededthe droid for.
Ok, a droid might have a slightly higher medical rating than the camp, house or even medical center you are in. But that's it, a 10% medical bonus for a whole profession. All a droid really does is safe you a little walk to the next medical center or crafting station.
Oh, you can use your droid out in the wilderness you say? Well, I wouldn'trecommend that since it might be killed by the next kreetle, and even if permadeath is removed your droid will run off to the horizon when aggroed.
The core of the problem is that droids can't do a single thing that only droids can do. Apart from beeping of course. Droids need exclusive functions, just like a harvester or factory has. This profession won't be fixed by "borrowing" game functions from other stuff already in the game (even if droids were actually bugless and functional)
Once bounty hunter droids get charges we will get the first droids that have an actual purpose. That's good, but we need a lot more of that stuff to justify having a whole profession for that. It's like if there was a "camp builder" profession that supplies scouts with camps. It would even be more complex since there are three different camps.
crafting stations
Ranger camps have them too, houses have even better ones, cities have public crafting stations
Mobility
medical modules
Camps do it too, houses do it too, med centers in cities do it too.
Mobility
data modules
Nobody needs them.
True
item storage modules
Get a backpack.
a player can benefit from 1 backpack only, any more mobile storage have to rely on droids
battle droids
Get a pet.
They co-exist
Great post Narak. You just summed up the issues in one concise phrase:
"Basically droids can't do anything that can't be replaced by something else in the game, and most of the time those other things do it even better."
and mobility can only take you so far if you cant call them out in the middle of nowhere. I cant tell you how many times I searched out a house to call my craft droid only to find a craft station in the house I wondered into. ugh! whats the point in calling it now.
Let me put it differently:
I have a ranger too, and I have a similar problem with camps as I have with droids. They give ahealing bonusand crafting stations, at least that's what makes them different from an ordinary basic scout camp.
I mean this game is so complex, I can hardly believe that all that players need is crafting stations andhealing (and for droids,item storage and something that gives you additional firepower). So why add a a gazillion of different items and professions that all serve the same purpose at the end?
Everything a droid engineer can create can be made by at least one other profession too.
Ok, you might have mobility. But that's it. And still, with permadeath in place I will store my droid as soon as I leave my house, camp or a city because it was too expensive to get eaten by the next womp rat. Well, with the next big patch we will at least get the mobility factor back, that's somthing. But it doesnt fix the core of the problem.
Even if the DE profession as it currently is gets fixed all we get is:
- mobility
- 10% healing bonus
- bounty hunter droids
That's it, and it's not enoguh for me.