Droid Engineer Archive
Thread: Droid Update: Structure Maintenance module info on experimenting & stacking 05/13/04
Heya, all...
I wanted to get this out as a new post, just in case (and so people wouldn't have to find this in another thread.
Here's what I've found out with regard to experimentation on, and 'stacking' of, Structure Maintenance modules.
neshura wrote:
Experimentation and rating don't matter.
Actually...that's not true. The info I'm starting to get clearly states that it does matter (or should).
Lvl 1 is 3 structures. Lvl 2 is 6 structures. Lvl 3 is 9 structures.
The number of structures should be affected by experimentation.
This is as much as I can tell, from making both good and crappy versions of all types.
If the number of structures available (at different ratings) isn't fluctuating with the outcome of the module, then that might be...errr...'in need of work'. We'd have to get more hard data showing that the 3 / 6 / 9 combo appears to happen nearly every time, then the experimentation outcome maybe borked somehow. I can say that the number of structures is supposed to be affected by experimentation.
I would bet money that the answer is "No, stacking is not allowed".
It's starting to sound like this, yes. More info below...
The reason I think this is, if stacking were allowed, there would have been no call to mess with the maintenance module in the first place, because it was working perfectly. The only possible reason to mess with it would have been to introduce a cap.
Or to reintroduce a cap that was always intended in the first place. In that situation, the ability to stack was always the actual bug awaitinga fix. I would say this is how it is shaping up right now.
In this situation, the 'nerf' was simply that the intended manner of working was never complete. Now it is, it seems.
There will be NO need, nor should you attempt,to stack these modules.
I've comfirmed with one of the lead designers that a single Level 3 Structure Maintenance module will be the 'top' possible.
There is also a cap on the number of structures that can be obtained - 10.
I hadn't really gotten the clearance to quote what happened...so I'm paraphrasing, since I think you all need this info sooner than later.
We have our answer.
/bow
Respectfully,
TheRealTK421 wrote:
Heya, all...
I wanted to get this out as a new post, just in case (and so people wouldn't have to find this in another thread.
Here's what I've found out with regard to experimentation on, and 'stacking' of, Structure Maintenance modules.
neshura wrote:
Experimentation and rating don't matter.
Actually...that's not true. The info I'm starting to get clearly states that it does matter (or should).
Lvl 1 is 3 structures. Lvl 2 is 6 structures. Lvl 3 is 9 structures.
The number of structures should be affected by experimentation.
This is as much as I can tell, from making both good and crappy versions of all types.
If the number of structures available (at different ratings) isn't fluctuating with the outcome of the module, then that might be...errr...'in need of work'. We'd have to get more hard data showing that the 3 / 6 / 9 combo appears to happen nearly every time, then the experimentation outcome maybe borked somehow. I can say that the number of structures is supposed to be affected by experimentation.
I would bet money that the answer is "No, stacking is not allowed".
It's starting to sound like this, yes. More info below...
The reason I think this is, if stacking were allowed, there would have been no call to mess with the maintenance module in the first place, because it was working perfectly. The only possible reason to mess with it would have been to introduce a cap.
Or to reintroduce a cap that was always intended in the first place. In that situation, the ability to stack was always the actual bug awaitinga fix. I would say this is how it is shaping up right now.
Basically, stacking these was never intended and the ability to stack on TC (and the first day of P8) was not how it was supposed to work. So, there's a cap on the Structure rating to allow for the correct and intended functionality of these modules.
In this situation, the 'nerf' was simply that the intended manner of working was never complete. Now it is, it seems.
There will be NO need, nor should you attempt,to stack these modules.
I've comfirmed with one of the lead designers that a single Level 3 Structure Maintenance module will be the 'top' possible.
There is also a cap on the number of structures that can be obtained - 10.
I hadn't really gotten the clearance to quote what happened...so I'm paraphrasing, since I think you all need this info sooner than later.
We have our answer.
/bow
Respectfully,
Thanks TK
Seems fair enough to me. If I had a comment though it would be that its all well and good for these new modules to have caps...10 in this case...but we all know we can never get to the cap because of materials not being perfect.
I just hope that when they design modules they remember the perfect module is a virtual impossibility..and the scout harvesting module is the best example I can think of. Med6 modules guarantee 20% bonus..but who can make a 20 rated harvest module? We have two different systems in place here now..and for a new player its sure going to be confusing.
For myself I'd prefer they decided every module worked on the new system..but took the 'imperfect materials' into account and upped the cap to maybe 25% (cos we can never reach it) thus giving good quality droids the chance to get to the 20% bonus as intended as a max.
Or something like that ....![]()
Just a thought, and thanks again for the info
Well if experimentation SHOULD matter on these, is now a good time to bring up the question:
"Why can't we have a module system rating than numbers which have no bearing on what a module is actually capable of?"
For example, how is Joe Punter out of thedesert (I live on Tat! :smileyhappy
going to know that a module rating of 12 will look after 9 structures (in much the same way Ialways get people saying "But your storage modules say they have a rating of 12 but it only lets me store 10 items - you sold me a broken droid!"
...and thats despite clearly stating in the description it can hold 10 items!
I suppose if you want to carry that further you could say the same thing for most of the new modules come to think about it (harvesting, trapping, stimpack dispenser) all those have numbers which mean diddly squat in real terms!
TKH, I have found another bug with these.
If you combine them with the entertainer droids, they don't work.
I thought I forgot to add it the first time, so I made another.
The following are the installed modules..
Storage, Playback, Dancing Jawa, Foam, Fog, and Structure Maint 3.
It is like the Structure Maint doesn't even exist, it doesn't even show it at all, not even a Zero.
Kind of crappy, especially when your stuck with 5 droid slots and trying to squeeze as much in as you can.
I don't see a structure maintenance rating on the clusters I make. I do however see a STUCTURE rating.
I was talking with a friend last night, and we are both wondering how many bugs are due to typo's in the code.
Shian_Tavkin wrote:
We have two different systems in place here now..and for a new player its sure going to be confusing.
Yes, the problems with this module "disappearing" are cropping up in a lot of different configurations. There is another thread called More Problems with Structure Maintenance Modules, where people have been reporting their problems. TK any comments on the matter would be appreciated.
As of right now, I am putting most of my sales plans on hold for this module. Until I can test and verify some of the additional "day after" poofing as reported by Shian, I won't even sell this in the most basic configuration I planned to make (a WED Tender droid, Storage/Maintenance).
the only droid combo I've been able to get this module to work in is a droid that has nothing other than the structure maintenance module in it. I'm sure other combinations might work, but they are few and far between, and I haven't found them.
I've given up in that respect. Not wasting any more time or resources attempting to put this borked module into anything other than a Mouse droid until I see reports that its fixed.
Haven't tried anything more complicated than that.
Edit: Clarity
Message Edited by Tarne_Monter on 05-14-2004 10:36 AM
I've just quoted/posted a bunch of these issues to the Corr. boards to hopefully elevate them.
I have no ETA on the strangeness that's being reported here...so I can only say that you will make/sell these at your own risk, for now.
It appears that there may be some configurations that are not working correctly but it seems that some may/do.
I'll let you know the moment I have info on this...
/bow
Jenden wrote:
I've made an R2 with 3 of them (was testing stacking... failed), a weapon/droid crafting station and item storage, worked fine. Also made an R4 with one maintenance, storage, and weapon/droid crafting, worked fine as well...
I have provided my Sunrunner business partner with a series of AdvR3's in the following config (all identical):
All Crafting Station modules, L6 Item module and L3 Structure Maint module
====================
All of these AdvR3's appear to be functioning flawlessly.
sssssssssSSS(:-<
Message Edited by Pallida on 05-14-2004 01:00 PM