Droid Engineer Archive
Thread: Droids: Where we were and where we’re going.
TH:
Can we get a more detailed description of the combat modules?Will there be different types?
Also, will we get new droid chasis orkeep just the Probot?
Few things TH, sounds fantastic, but we have something to repair droid wounds it the Repair Module, we need something to repair damage.
And Finally regarding the Exploding Module,
If any rebel sees a BLL coming for you..run
My two credits:
Looks great! However I have to agree with those that have posted here on the following concerns:
Six 100% combat modules to make the best combat droid... these seems excessive as we only have one droid, the advanced R3, that can take 6 modules. However, if it means we're getting new chassis that take 6 modules I'm all for it.
When those six modules combine to make that combat droid, how does the end result compare to our current Probot, or is the Probot going to be changed to reflect the combat module concept?
Wound repair kit... do you mean damage repair kit, for white-bar damage?
Bug fixes. Nuff said.
One final note to those of you that are still asking about high(er)-level combat droids: from what he said it's fair to assume it's not going to happen anytime soon. The choice was combat droids OR utility droids, and they went with utility droids. However, the ability to have a pet AND a droid out at the same time will be a big combat advantage for those of you looking to be a little more l33t.
Vakir wrote:
Looks nice, but I really hope that each publish will just fix one profession.
With over 20 professions, at 1 profession/month(per publish).... would you re-think this if your profession was
#12 in line? #18 in line? #20? longer?
All in all... I have to admit I'm disappointed. I typically hate people who put up whining complaints about what developers have worked hard to produce, but... Considering how long a wait it has been, I had expected more.
First off, what I believe are simple oversights in the original post. A mention of new droids was made; I'm assuming these come in Publish 7, so that multiple droids can hold six combat modules? It will be nice to see combat droids, but asidefrom wanderingdecoration, most people will not need/use them, because they're still too weak to be of any help. Also from the description, Droid Engineer experimentation will not be getting fixed, except for experimenting with the final droid's HAM bars. Not crafting station stats, nor item storage, nor power usage... This is probably one of the greatest let-downs, which is why I'm hoping it's a simple oversight.
Secondly, innate droid abilities seem to be ignored; surgical droids will still only be a pretty name, binary load lifters will still only be slow, repair droids don't seem to repair... To me, this seems fairly easy to fix (barring the surgical droid, due to the debate of their invalidating the medic profession).
Third isthe lack is control of multiple utility droids, which I'd been hoping for. There is not much point to havinga power droid out if you don't have other droids to power...
Finally, and most selfishly, the included modules improve droid use for a large variety of professions, and how they'll increase droid's uses will be great to see... but not DEs, specifically. I chose Droid Engineer because I absolutely love droids, and yet they still have little use to me, or most other crafters. Architect crafting stationsare better; houses or even backpacks hold far more than droids; the only reason to have a droidremains because they look cool.
I've held on to Droid Engineer sinceabout a week after release, though it'sbeen months since I actively produced droids. I believe it's time to turn it in, for which I will be eternally sorry.
Dorfl Ohnestiek
Master Droid Engineer, Imperial Guard
Naritus
--When will we see the Droid Commander profession and all the cool, new combat droids that the art is already there for? Did I miss that? I mean CL 10s are good and all, but are they just a start or the end of all things? Or is the new art part of this?
Thanks,
Djibutyyl
The modules look great so far, just two things
First a clarification, from what you say about combat modules I'm not sure if you mean that the act of putting a combat module into a droid will turn it into a combat droid, or that there are specific types of droids defined as combat droids and only these are capable of accepting combat modules.
Also, are there any plans to allow people to have one combat droid and one non-combat droid (or two utility droids) out at the same time. Some of the droids require interaction wih other droids to function, and so this would be a great help.
Other than that this looks like a terrific way to go, congratulations
Smuggler_Caylin wrote:
This looks really good for DE's so far from my perspective. Ya'll deserve good changes.
on that slicing module though, I would hope that the developers would read through alot of the smuggler issues before they introduced something like that, even though its a cool idea, we have a whole ton of issues ourselves.
The slicing modules proposed do not replace smugglers - they augment them. For example, modules to increase a smuggler's slice result, modules to allow a choice of slice on weapons and armor, things like that.
Think of the slicing module as being akin to a skill tape.