Droid Engineer Archive
Thread: Etrxa! Extra! Post all about it!
Thunderheart wrote:
What I will be doing is watching the thread through the weekend, then I will write up a summary and a takeaway and post it here.
Please do not just post a bunch of links though. It simply becomes a gate to gathering information.
If you feel strongly about one of the major proposals, then post it. Things like, "I like the mini profession because of X" or "I dont like the droid commander direction because of Y" or "I prefer the idea of certifications because of Z".
If you have a whole new proposal then post it, although wild new proposals have a low probability of being included, though if something specatacular surfaced it might be considered.
I would just urge you to consider the "world mechanics" of all the combat possibilities when formulating your opinions.
I implore you to cut and paste your ideas to I implore you to cut and paste your ideas to this thread for the sake of making the information easier to gather. I've got my hands full trying to keep an eye open on the DE forum, the Correspondents forum, the Test Center forum, and still test the new patch. Right now the order that I have been concentrating on are
- Patch Bugs/Fixes
- Correspondents forum
- Droid Engineer forum
- Test Center forum
I really haven't been able to keep up with the DE forum because of the huge volume of posts that are being made daily now. I try to read as many as I can, but I'm only human. (Depending on who you ask:smileyvery-happy![]()
Post your Ideas here
We can also use this thread to pull together many of the idea threads that have been bombarding this forum. I have a few requests that I need to make in order to make this easier on me.
- This thread is not for discussion. - In order for me, TH, the other devs to have the chance of pulling ideas, please do not discuss the topic here. Use the thread that it was originially posted it.
- Post your idea and a link to where this idea is located. - This will help to expand the information by looking at the discussion on each topic. I ask again that the discussion of each idea be left to the original thread
- Do not send me PMs requesting me to look at such and such topic. - I've been getting quite a few PMs lately that ask me to look at a topic or to post comments or suggest it to the DEVs. It is much easier to get me to read the idea if it is posted here.
- Please do not Flame - If this thread turns into a flame fest, even against the DEVs I will be included to not read it. Flaming includes posting discussion about other ideas.
- Please do not use arguements such as 'Well we don't see them in the movies' or 'Droids are sentient beings'. Both of these arguments are not valid since this is SWG and not a 'RL' Star Wars Universe. As I've stated before, SWG is based more accurately around the SW-RPG and that balance is the largest concern. Level 10 droids are for everyone. Any droid that is over Level 10 is the issue.
I appoligize for setting that these critiria be followed, but in order to gather the ideas with the least amount of time on my part will help everyone. If it becomes evident that large amounts of my testing time will be taken away because I have to wade through arguments and flames, I'll just set it aside until I feel the time is right. If I see a thread that is very informative and lists tons of good ideas that should be passed on, I'll squeeze in more time to do so.
Thanks in advanced for 'everyones' cooperation.
Message Edited by Drashk on 01-23-2004 03:07 PM
This droid invasion seems like a bust ![]()
We need a droid certification system. If you are allowed ranged mitigation 2, then you have an option of purchasing a certification for a medium strength droid for 10 skill points. At ranged mit 3, you can get a heavy strength droid for 25 skill points.
But, alas, we will get a DH profession that NO ONE WILL GET. It will be a waste since CH already exists.
Most likely our experimentation will also never be worth anything.
At least they are getting rid of permadeath, one of my characters are useful
Alright. Posting one of the suggestions here
The Dual-Master Hybrid Profession system
short version: two masterships in Skill points, little real change to DE's current profession or situation, Droid Engineers can still be full crafters if they wish or use combat droids,little danger of hologrinders or l33t d00dz destroying profession
Long version:
Here is the Alternate proposal. Droid Engineers are to be the sole receipients of combat droids. This is to be implimented in the same fashion as Creature Handler pets are, with a point system based on how many trees a person has mastered across the profession. Furthermore, the droids are to only go up as high as the level 20-25 range, and no more than two out at any one time, so as to be less powerful than CHs.
Also, to limit the combat "Uber-combos" Droid engineer will gain the requirement of Master Artisan. This change, while drastic on paper, is fairly flimsy in practice. over 85% of the profession is master artisan anyway, so all that would be required would be a couple week 'grace period' before the main patch where all droid engineers would be required to either achieve master artisan or lose the ability to use their DE skills till they achieve this rank.
The reason for this is threefold. First, it requires Droid engineers to spend far more skill points than they would previously in order to gain the ability to use combat skills. Second, it gives no further combat ability. Lastly, it indeed limits the uber-combo ability as less points are there to dedicate into other professions.
A further limiting factor is the sheer complexity in which it takes to build droids to begin with. We require far more parts, materials, and cross-class dependancies than any other profession. Furthermore, this can even be increased with more armoursmith and weaponsmith parts required for the new combat droids.
The hologrinders have had no real effect on the DE profession, nor will they here. why? Because Droids are the most complex and customizable thing in the game. They take a myriad of subcomponents, which in turn require extremely rare materials to build. You'll also be adding on to this the fact that we'll get cross-dependency parts from WS and AS's. Grinders don't have the time for that and pass on before upsetting anything. Combat players won't dabble because they can't without getting MA, which would otherwise be suicide for their hardcore gaming. L33t D00dz are detracted from this profession because it takes a large amount of intelligence and patience to play. We have found a niche, and there is no reason it won't continue providing the droid engineer class continues as it has done.
Finally, this proposal will give us what is the underlying factor about droids both in SWG and in Star Wars: Droids are swiss army knives. They can do almost anything well, but they are not the best at any one field. We can build crafting stations, but they are not as good as architect ones. We can build medical units, but they are not as great as having a central med centre to go to. We can build inventory, but it's not as good as a backpack. We have product that we can sell to many more people than other focused crafting classes, but it's not as good or as expensive as the more specialized ones. Now finally, we can build combat droids, but they are not as good as professions focused solely on combat abilities. This would make our profession truly unique and what the DE populous is searching for:A jack-of-all trades profession
http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=54029#M54029
This idea is somewhat of a CH clone, but with the "taming" side turned to droid capture. Based on feedback and more thinking over the past couple of days I am going to rework it a bit more to focus on the capture and add in more emphasis on reverse engineering and analysis of the droids. Where I am trying to get the DM profession to go is to drive more droid content into the game. The goal of the DM is combat, but with the aim to capture droids for the vital information that they may contain. Thus, droids become more integral in the game in taht you may need the information out of them in order to progress to some other part of the game. Disable and analysis is thus prefered over click and spam specials until dead.
This whole DH concept is making me sick to my stomach.
I love the DE profession because it adds droids to the game. Not because it gives me the chance to solo a Rancor, but because droids are part of life in the star wars universe.
If all the devs can come up with is a droid skin on the CH/BE codebase, then screw it. We don’t need that garbage. Let’s just get the devs to expand our usefulness to the rest of the game. We have spent months coming up with other ideas that kick so much more ass than any level 25 roger-roger would ever approach.
1)
Let’s use our dev time to increase our sellable items:
- Make BLL’s that let people move houses without taking all the items out first, or reduce the cost of a re-deed.
- Make modules that increase the success % of weaponsmiths and armorsmiths repairing items.
- Make modules that decrease a slicers failure rate, or let them narrow down the choices of things to improve (right now it’s random, what if having an r2 out let it only be random among 3 chosen stats rather than 6?)
2)
I think we need to continue the BH droid style of synergy. Since the early days DEs have provided BH droids that haven't broken the game. So we copy that pattern and beef up the DZ70’s except we make them expendable items. Make them stronger, but make them non-repairable. So you pull out your dz20 and he lasts for 5 battles. Great. But now it’s dead. So you have to pull out another. Could do the same with probots.
3)
Go ahead and bite the bullet and let us have more than one droid out at a time. Limit it to 2 non-combat droids, and add a check in the creature code “if target = droid, ignore” so now I can’t just pull out a mouse droid to divert attacks from me. What happened when r2 and 3p0 ran across the deck between the rebels and imps in the opening minutes of ep4? NOTHING. They were IGNORED.
4)
Don’t give us the droidekas, make them like AT-AT’s and let the Event people dump a half dozen on us sometime. Anything else that is over level 10 should come from faction points (ala stormtrooper pets and atst's)
I love what DE is. I hate that the devs want us to become a combat feeder class. DE’s can be the pulse of SWG. But if we let them make us BE clones with different sprites then what is the point?
- Droids have their own Skill Tree, available to them only, part of them. This is not a branch nor independent tree as part of a player's skill trees. (please do not confuse the two.).
- Droids are modifiable, upgradeable, and master-oriented with DE providing Upgrades and Training.
- Droid's Skills are able to be progressed and bettered through their being used for what they are designed.
- Droids are co-player maintained. (Droid Decay & Destruction)
- Droids providing balance in the game and following TH's requirements for pets plus some additional reinforcements.
Explanation and Integration into our game:
#1: Droids have their own Skill Tree, available to them only, part of them. This is not a branch nor independent tree as part of a player's skill trees. (please do not confuse the two.).
Ok, just to re-iterate to keep from miscommunication or misunderstanding, I will explain this concept in detail.
With this idea, droids would have their own skill tree. This means it would be separate from the player. Consider the droid as an NPC Player. Think of it as (and this may be lame, but good popularly-known explanation) **edit**. Their handlers did not learn the skills the **edit** use. The **edit** learn the skills the **edit** use. You can also think of it somewhat as a part of something in SWG now. Socketed Clothing. When you add a SKILLTAPE, it modifies your clothing, not your player tree. So in essence, the Droids here would have the ability to unlock new "sockets," if you will (skill tree blocks), for you to add pre-designated skills which are governed by that Skill Tree Block, just as in a standard Skill Tree...These skills which would modify the droid, giving it new options, new capabilities and newupgrades. Which, brings me to #2.
#2: Droids are modifiable, upgradeable, and master-oriented with DE providing Upgrades and Training.
Ok, these upgrades and options are determined by skills learned through the Droid's Skill Tree. Options could be swappable weapon attachments, storage containers, personality chips. (Perhaps a droid can only be stupid to start off, but progress after learning new skills). Perhaps a "Droid Personal Generator" is an option at some point in the Droid's skill tree which would allow it to not consume baterries as quickly, or at all, depending on level/quality of droid/generator.
All training would be applied by a DE. Droid attachments would be swapped out by Droid Engineers. This will aid in keeping Droids in demand.
#3: Droid's Skills are able to be progressed and bettered through their being used for what they are designed.
To kind of backtrack, droids can advance with use. Whether used for utility or combat, a droid gains abilities based on its design through using it. Since we are all 'battle-droid' savy, I will use this for an example.
A battle droid has a basic blaster. The droid's master takes it out hunting. It kills off 50 Durni (rotten little rodents. :smileywink. After 50 Durni kills, a mesage pops on your screen: "Battle Droid 'Droideka-007' has ability to learn new skill(s). Would you like to look at it's skill tree now?" With option "Yes" or "No." You select "Yes." This takes you to that particular Droid's Skill tree, also accessable through Droid's Radial Menu in datapad. Just for example: You see there are: "Weapon Enhancements," "Efficiency," "Battle Movements," and "Defensive Capabilities." So you look them over and decide you want "Weapon Enhancements 1: Medium Ranged Weapons." This would include carbine and small rifle-like weapons. So, you contact a DE and ask him what he has to offer. The DE replies to you by saying: "I can make Droideka Rotating Blaster Attachment." All is well. You meet with the DE. He trains (to be explained later) the droid, creates the new weapon, removes the old (which by default is destroyed upon removal) and attaches it to the droid. Returning it to the stamped master (to be explained later), the stamped master finds his droid with the new skill and a new weapon attachment (not just different fire coming from its gun, change the graphic as well). So the master of the droid takes the droid off to continue his quest.
This all kind of hatches a bit into #4.
#4: Droids are co-player maintained. (Droid Decay & Destruction)
Drashk,
Drashk wrote:
Please do not Flame - If this thread turns into a flame fest, even against the DEVs I will be included to not read it. Flaming includes posting discussion about other ideas.
What does the item in yellow mean?
I'm not sure what you mean by not being able to post about other ideas.
Do you mean things like: "Why don't we have survey droids", etc?
/bow
Respectfully,
Thunderheart wrote:
Operating droids is a critical issue and I know you folks wanted to get involved in this discussion as soon as possible.
Funny... we've been asking for direct Dev comments and communication in the DE forums for months and just now we're getting some actual information on these plans.... deep into Publish 6? This is extremely disappointing and the developers must make every effort to not do this again, for Droid Engineers or any profession.
Thunderheart wrote:
The key design challenges are:
The cost of droids (ala having them as power pets and combat tools) has to counterbalance the combat advantages they give to the player. The core advantages are:
The power level of the pets
Number of pets (droids in this case)
The design has to fit into the existing skill/experience point scheme
I understand your framework, it's a game with rules and balance afterall... but there are some serious misconceptions the Developers are under, in my opinion. I'll point them out below, with elaboration.
Developer Misconception #1: Droids must equal the power of Creatures.
Wrong. There is a significant number of Droid Engineers who disagree that the highest power of combat droid made available to DE's must equal that of the highest Creature Pet level. I am among them. I challenge anyone to disagree with me after I point out one visual fact. The most powerful droid represented in the movies (Droideka of Episode 1 or perhaps the Super Battle Droid of Episode 2) cannot and does not equal the destructive force of the most powerful creature pet from the movies (Rancor from Episode 6). You'll find many DE's are perfectly happy with the limited ability to call a level 20 or level 25 droid. This also meshes well with the point raised in another post that the Empire at this time has outlawed high power combat droids for personal use. There is simply no need to apply such drastic force to mutate the Droid Engineer profession to fit into a BE/CH formula. We can, and should be, different. There is simply no need for this! A DE community that has been yearning for more combat ability yet content with a crafting role for so long, does not need to be sated with such a drastic change. Moderation is key!
Developer Misconception #2: It is fair to add new professions without care for current ones.
Wrong. You are painfully treading on the toes of three communities with this change. A. Droid Engineer players (who have patiently waited for months and months to see desperately needed attention given to their profession, especially with the introduction of new droid combat chassis). B. Bio Engineer players (who undoubtedly are relishing their new found uniqueness and value to ALL players in the game). C. Creature Handler players (who have endured much pain and suffering over the many months of struggle and strife only to find a new, "equal" profession to challenge their abilities and stature!) By adding this fourth, new profession to the game: you are alienating and ignoring THREE groups of players who are already in the game. You are toying with and altering PLAYER'S professions.... Speaking as a Master Droid Engineer, I announce plainly that this idea of a Droid Handler/Master profession is deeply worrisome to me and all the other players who have patiently waited for their neglected Droid Engineer profession to see some daylight and hope.
Developer Misconception #3: This discussion must revolve around combat droids.
Wrong. This debate so heavily revolving around combat is truly and inherently unnecessary. This discussion is becoming such a huge topic only because everyone, Developers included, DO NOT want to see the return of "Pet Wars", only to be replaced with "Droid Wars". This is a very valid concern, however; legions of powerful combat droids following every player around would simply not happen if a moderate, sane approach were taken to this question! I refer you back to Misconception #1: the addition of low to moderate combat droids would not require such a hefty and game-altering change (the DH profession). Again, if lower to moderate level combat droids were introduced into the DE tree without the introduction of droid handler profession, the questions and concerns of balance and fairness for all players are much more easily solved, and vanish entirely. DE's who do not wish to participate in combat and wish to focus on crafting have that choice, while those who might want to aide in the struggle will have a small selection of fair, balanced, and competent combat droids to command.
Developer Misconception #4: DE's are a pure crafter class.
Wrong. This is a serious misconception but a very understandable one. To understand the true intent of the Droid Engineer you need to step out of whatever paradigm you're in. You must understand that, in essence, we are a different breed of profession entirely, neither crafter nor combattant. The DE profession should thrive on utility and versatility. Our products: Droids, were meant to be the "swiss army knives of the galaxy". The Droid Engineer provides Droids: We build through Droids... We augment other professions through our Droids... We make life easier for others through our Droids, We combat through our Droids, and everyone uses our droids. We are not a combat class, nor are we a crafter class. Droid Engineers are a facilitating class: useful to ALL players and professions. This should be our aim. This should be our goal. Do not paint DE's into one black or white corner: we are the oddballs, the unclassifiables, the techies, the helpers, the bringers, and the tinkerers. Yes, it's true we craft our products... but DE's should do so much more. We need a refocus on utility, we need a refocus on modules that can help ALL professions, we need Droids to be elevated to a state they truly deserve: a utility tool that touches every aspect of Star Wars Galaxies; not just another soulless weapon system or useless trinket.
THE SOLUTION:
1. DO NOT implement a Droid Handler / Droid Master Class.
2. INTRODUCE many, many more utility modules to the DE class... Hundreds of ideas can be found in the DE forums and we invite ALL professions to make module suggestions to help THEIR professions.
3. FIX the current extensive litany of Droid Engineer bugs.
4. ADD the Droid Repair pack. Vital to make CL 10 combat droids useable by ALL players now!!! We suffer with our droids not being able to be repaired like creature pets!
5. MODIFY the DE skilltree: granting CL +5, CL +5, and CL +5 modifiers at various boxes in the tree.
6. DEPLOY 3-4 new combat chassis schematics to the DE skilltree, using built in subtle differences and abilities for differing combat situations. Configurations should be used including non-lethal "Combat Utility Modules" (I have a post on this in the DE Forums) which help ALL professions and players.
THE REWARDS:
1. 90% of the DE population is against the DH idea... they are happy with no DH.
2. "Droid Wars" is avoided.
3. DE's retain core crafting abilities.... with a heavy focus on utility for ALL players.
4. DE's gain a balanced, fair, modest combat ability in keeping with game fairness and the genre.
I'll post these in ideas in brief. They don't all need to be implemented. Its a grab bag:
1. Put low level CL 10+ to CL 20 or 25 certs in Novice droid engineer. but put those droid chassis and combat modules high up in the DE tree. Lets DEs sell and use droids to dabblers who must take Engnering and Novice DE
2. Give all combat droid certs to DEs; the tougher the droid, the higher on the tree. Make Master Artisan a pre-req. Require one lvl four skill combat skill from Brawler or Marksman for use of Combat droids.
Sorry TK, bad multi-tasking on my part. I was trying to do to many things at the same time. It should have read something like.
- Flaming includes posting follow up discussion on previously posted ideas in this thread that you do not agree wtih and wish to deconstruct.
So, please no "Doughbacca-style break-down(tm)" on any of the concepts listed here. ![]()
Here is a copy of my thoughts:
Ok. here goes ![]()
- Range extension bonuses, derived from support droids with larger sensor radius (Commandos at 75range? and not an exploit? )
- Field Repair - auto with repair droids(Tanking with a high armor, low dam droid with 2+ repair droids behind it)
There is more but my time is limited
I hope to see some good criticism and more creative ideasto give to our correspondent and ultimately to the devs.
Thanks for reading.