Droid Engineer Archive
Thread: Experimentation and Resources
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Malice2025
Mon Mar 22, 2004 10:13 pm
#1
Hey everyone,
After experimenting with DE and looking at the things I built -- it seems to me that resources/experimentation don't really matter at all for utility droids.
Do level 6 storage modules *always* hold 10?
Do level 6 data modules *always* hold 150?
Do level 6 medical modules *always* have 110 medical rating?
As in -- does it matter if I use the 10 OQ fiberplast or the 900 OQ fiberplast for those modules?
What are the functionality ratings on the crafting stations? I know Thunderheart said something about "mechanism quality" relating to "functionality." However, what exactly does that mean? -- A 9 mechanism rating = a 9 functionality rating.
Any help would be greatly appreciated.
Thanks!
Malice2025
Mon Mar 22, 2004 10:14 pm
#2
PS -- I know that experimentation matters for combat droids.
CapnSteve
Tue Mar 23, 2004 1:10 pm
#4
As far as I know, the only time experimentation is really useful is in raising the HAM of the final droid.
StrayCat1212
Tue Mar 23, 2004 1:15 pm
#5
Theoretically, the MQ also matters with crafting stations. Droid Storage Compartments are also very dependent on resource quality as well as experimentation. You can toss in stims and wound packs for droids in there too. All other droid components? Nada. And lastly, you only need a high chemical OQ for the final combine on the combat droids to get a good experimentation max.
Mightion
Tue Mar 23, 2004 1:40 pm
#6
Doesn't higher resource "quality" (quality being defines as the primary stats required by the schematic being as high as possible - conductivity for droid batteries, and OQ for MA parts, for example) directly or indirectly decrease the odds of getting a crit fail?
Boeda
Wed Mar 24, 2004 9:38 am
#7
But in the old system, which are now back in, Malleability controls how successful you are with your experimentation.
I feel I might be being a little too 'malleable' for thinking of believing this. Where did you hear this ?
It has seemed to me that I have better luck experimenting with better materials. But I have never thought of individual stats.
As to item/data/med modules. The efficiency outcome effects the module, item/data/med rating. Which does, effect the rating of the final droid. Its that there is a cap that is lower than even poorly experimented lev 6 modules. That limits the out come.
As I have said else where. During the 'over clustering', I made an overclusterd Gen Craft cluster with MQ of 110. No diff from my 40+ station that I could tell. Either craft stations dont stack. or, there is a cap, or, its not MQ that makes a diff, or nothing ever makes a diff, or, , , somthing.
FWIW, MQ 12 seems to be the highest i have ever got a single component. and clusters seem to stack the MQ of thier sub components.
And as I have Also said elswhere. One of the most interesting things I have ever discovered. Is, that while the sub components dont effect the Eff, of a Micro Sensor Suite. They DO, effect the FR of a craft station you put that MSS in.
That really makes me wonder. What hidden effects might be contained within almost any component. Whether using shoddy plast in a probot frame, is going to make it decay faster or run sooner, or somthing. If this maleability thing is true, then other stats could have secret meanings as well.
I like a mystery, and the benifit, of 'real' experience, helping to make a better crafter. But I Also like knowing whats going on. I think if i have to choose, it would be for knowing whats going on.
StrayCat1212
Wed Mar 24, 2004 1:00 pm
#8
Mightion wrote:
Doesn't higher resource "quality" (quality being defines as the primary stats required by the schematic being as high as possible - conductivity for droid batteries, and OQ for MA parts, for example) directly or indirectly decrease the odds of getting a crit fail?
No. In the new system that was ripped back out, the quality of the pertinent stats did matter somewhat to how much of an increase per experimentation point you used as well as perhaps success rate. But in the old system, which are now back in, Malleability controls how successful you are with your experimentation. This coupled with the ratings on your crafting station/module and tools and your character's level determine your crafting success.
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