Droid Engineer Archive
Thread: Ideas for Devs (Please Read)
AsI see it the Devs are going to want to put on a big show of asking us what we want, so the best thing we can do is provide a unified answer to ensure the best results for the Profession.
Ok, here're a few ideas I've been toying with. What do you think of them
1. Combat Modules: It looks like we're going to get combat modules, no matter what we think, so here are my opinions of a set of good modules
Safety Override module: This is required for any droid that is specifically a combat droid to actually fight. and hence give some use to the combat stats that each droid automatically has.
Close combat Module: Allows the droid to attack in close combat more efficiently than it would otherwise (30-50 damage). Requires a safety override module to function
Ranged Combat module: Requires a CDEF pistol to build, requires a safety override module to function. Gives the droid a ranged attack at the same damage level as the CDEF Pistol
Fire Control Module: Gives +10 to all ranged combat within 5m of the droid
Non Combat modules
Audio modules 1-6: Functions like the Medical modules of the same level, except that it replicates the effects of a Cantina instead of a med Centre.
Droid power unit: Allows a droid to run off any standard power source (Solar power, wind power, radioactives) At a basic rate of 50 per hour, lowered by experimentation. This is to remove the dependance on batteries for some droids
Control Ratings
Base CR is 5 for a Droid with a standard Brain, 1 for a droid with an Advanced Brain. This is increased by 1 for a crafting station installed, 5 for any combat module, + the level of the highest level module installed
Cap for CR is 10, this prevents an unusable droid being manufactured by accident. The Droid brains quality can lower this by as much as 5 (Min of 1)
Please give your opinions on these and any other suggestions, and constructive criticism.
Let's try to get a unified response ready