Droid Engineer Archive
Thread: Droid Armor Idea
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Lord_Piper
Wed Mar 24, 2004 6:15 pm
#1
I have been thinking on the problem that the Publish 7 armor changes have caused us. The resists are too weakto use as a tank the same way as droids were in the past, yet if the armor is returned, the droids would far overpower pets of the same level.
I really don't want to keep it the way it is now and lose both the distinction we once had in creating pets with good armor andjust have more modules collecting dust because they are useless.
To this end, I have thought up a solution that I hope would solve the problem.
Remove the armor level ratings as it is now, and replace it with light, medium and heavy armor modules. Each of these armor typeswould have basic and advanced.Medium andheavyarmormodules would require special defensive module slots. Light would fit anywhere.This would allow scalability for later combat droids, without overpowering the currentCL13Droids.The system would look something like this:
Light armor -AP0
Basic -5% Resists
Advanced -10% Resists
Medium Armor -AP1
Basic -10% Resists
Advanced -20% Resists
Heavy Armor -AP2
Basic -20% Resists
Advanced 25% Resists
With the armor modules stacking this would allow the more powerful droids to have very nice armor. However, this does not solve our problem now with the CL13 Droids. To solve the problem with people that just want a light tank to soak up damage, perhaps a special module can be created to fit in the Combat capable slot/cluster module that when three are used it bumps up the defensive slots to one rating higher. Another option is to create another CL13 Droid that has low enough service module slots/HAM to balance raising the armor level.
Otesa
Thu Aug 26, 2004 8:45 pm
#2
Sorry if im stealing someones idea (and I probably am), but I have an idea on how to semi-unnerf droid armor.
What about making the comp armor segment that you put into droid armor matter? With the 20% AL0 nerf, droids have very little protection, and the larger HAM isnt helping as much as it should.
Basically, any resists that are in the segment should add to the final armor ratings. (for lvl 5-6 mods, right now, 2 lvl 4 mods are the same as a lvl 6, making the lvl 6 almost worthless, hurting armorsmiths along with DEs)
A basic comp segment with 9% base and 5% electricity in a lvl 6 armor module would make a droid with 29% base and 34% electricity. Of course, cap it somewhere reasonable, like 30% base and 40% special, whatever Armor Level you think the devs would go for (maybe AL0 with lvl 4 mods and below, and AL1 for lvl 5 and 6 mods).
Maybe a comp armor segment with 10% base and 10% kin would make 40% kin, 30% base armor. I dont really know what kind of stats comp segments and layers get, but you get my idea (hopefully
)
With this, lvl 5 and 6 armor modules would be more useful, and give more money making options for armorsmiths.
Just my 2 credits.
Also, why does a BLL ADV have 3 armor slots? Seriously, they are not very useful anyway, but why would they need armor at all? They cant fight. (lemme guess, short-sighted devs?)
What about making the comp armor segment that you put into droid armor matter? With the 20% AL0 nerf, droids have very little protection, and the larger HAM isnt helping as much as it should.
Basically, any resists that are in the segment should add to the final armor ratings. (for lvl 5-6 mods, right now, 2 lvl 4 mods are the same as a lvl 6, making the lvl 6 almost worthless, hurting armorsmiths along with DEs)
A basic comp segment with 9% base and 5% electricity in a lvl 6 armor module would make a droid with 29% base and 34% electricity. Of course, cap it somewhere reasonable, like 30% base and 40% special, whatever Armor Level you think the devs would go for (maybe AL0 with lvl 4 mods and below, and AL1 for lvl 5 and 6 mods).
Maybe a comp armor segment with 10% base and 10% kin would make 40% kin, 30% base armor. I dont really know what kind of stats comp segments and layers get, but you get my idea (hopefully
With this, lvl 5 and 6 armor modules would be more useful, and give more money making options for armorsmiths.
Just my 2 credits.
Also, why does a BLL ADV have 3 armor slots? Seriously, they are not very useful anyway, but why would they need armor at all? They cant fight. (lemme guess, short-sighted devs?)
Otesa
Fri Aug 27, 2004 6:05 pm
#4
Too bad, I barly missed out on the high armor days, maybe keep this in mind for any droid handler droids?
Gnirak
Sat Aug 28, 2004 12:40 am
#5
excellent ideas but alas the dev have said the current levels where they are at is the highest they ever intended them to be so i fear this idea will only go to the wayside 
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