Droid Engineer Archive
Thread: Which Modules can we not experiment on?
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maxfli42
Wed Jun 02, 2004 8:18 pm
#1
Heya folks,
I just typed out a hell long post, and then it didn't recognise that I was logged into the SWG Forums.. Grrr.. Anyway, to reiterate,
I've decided to take up DE ( Along with my beloved BE profession, although now I probably have to give up a bit of scouting skills..
), and I've grinded up to what I think is a good level(2s and 3s onevery tier)to stop and get some "hands on experience" with the droid making process. I know the importance of quality resources once I hit Master, and so, I've been collecting and hoarding everything I think will be of good use, once Master DE happens.
What I'd like to ask, as above, is... while making droids, which modules or building blocks can I safely ignore quality on? I read a previous post, arguing how some components do not add any tangible effects or obvious results even after being experimented on, with regards to the final combine.
I'd just like to ask the community to hopefully,help list what these components/modules are.
I kinda guess it's part of the experimenting process, in finding out which are the ones I can safely ignore, but I would loathe to spend the900+ stat resources I've so evilly hoarded away... Yes.. I'm a real scrouge. Hence why I'm posting... 
Would just like to say thanks anyway, to all the folks on these boardswho've made the ride thus far, pretty good fun. I think making new droids, would be as fun as making my dear pets. Or is that just blasphemy to mention Pet Creatures on the Droids board??
Sincerely
Gavvot
Thu Jun 03, 2004 2:26 am
#2
You can experiment on everything.
But basically, keep your best resource for combat, harvest, repair,and detonation module, AND the final droid deed.
Full list in another thread on the first page
But basically, keep your best resource for combat, harvest, repair,and detonation module, AND the final droid deed.
Full list in another thread on the first page
Message Edited by Gavvot on 06-03-2004 11:27 AM
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