Droid Engineer Archive
Thread: Now that we have new modules, how about making them (more?) usefull
So here is some idea to improve some of the modules :
1) Barker droid
- First, fix the auto-store droid issue, it's nice to try to prevent decay, but Droid don't decay so it's pointless and make the barker droid almost useless.
- The timing/battery. I think a 1 minute minimum between each bark is nice, but I would really love ot be able to raise that time in exchange of more battery time because, 1) every minute is sometimes annoying, 2) 1 hour battery is too low. I'm thinking of something like 1 bark every 5 minutes give you 5 hour battery time or 2.5, anything, but more time for less bark.
- The message. Some people complain 128 character is too short, I think it's fine, but how about adding barker module allow you to record different message (1 per module) and have an option that either, at each bark the droid use the next message or 1 message at random, because the same message all the time is boring.
2) Stimpack Dispencer
- the way they are now, they are usefull to 1 category : people that don't have medic and that have a friend that is medic, and don't hunt/fight with him, and that are very low level because stim-A come on. So far I had 1 request for this module, and don't plan to have more anytime soon.
- how about changing it that way : the master of the droid must be a medic (maybe more than novice), the droid can use stim - B for each member of the group. This way, this module would be very usefull to help a medic in a group.
3) Harvester
- Lower the need of stack to make them usefull. With current need, harvesting + trapping combo is most of the time pointless.
- Find a way for the droid to auto-harvest what his master killed last (maybe at the price of the bonus).
So far all the other modules looks fine.
What do you think?
I think the stim dispensors are pretty handy the way they are (although if they get better then "hoorah!")
I did a factory run of R2 Field Medics (white with red trim obviously) last week. They had one stim dispensor, a Level 6 Med and Item storage modules. This means that Medics that fight in groups can concentrate on healing the badly injured players while those in need of a minor fix-up can request a stim. The item storage means that extra crates of stims can be carried around in the droid for when the dispensor runs out.
So far I've had a lot of interest in these droids and have sold quite a few (at 65k each). On my server they currently look like 'the good sell' as far as I can see. I'm planning on doing a larger run of these droids the next chance I get.
As always - demand seems to be down to the server economy so I don't think low demand is a good enough reason to change them at this time.
The target customer should be the medic in group.
I think it should more work like trapping module.
Master of the droid must have medic skill (like scout skill), can heal anybody on request (can trap everything), more module mean more stims and higher stims, based on 2 different stats of the module.
That would just make sence.
Gavvot,
It would really help if you'll cross-post this info to the appropriate module Focus Thread.
I don't know if/when any suggested changes might come about. We'd need to nail down the "best" solutions to address issues first.
/bow
Respectfully,