Droid Engineer Archive

Thread: Easy way to implement ideas of this sort

Blackflare
Sat Sep 13, 2003 3:24 am
#1

Im not a DE .. BH by trade…but in a sleep reprived fog I thought of some ideas that would help DEs and make the game more Star war like. Some might be off, some might have been already said... others would only be available with other game aspects implemented.. ..anyway



Module types ideas


1 Repair – leave as is, except a repair droid should be able to fix itself (R2-D2 could)


2 Medical modules – leave as is


3 Crafting modules – leave as is (hopefully they work)


4 Storage – Items only


5 Storage – Data only (waypoints and schematics)


6 Redundant systems (Adds HAM) Level 1-6. someone figure out the value for each level


7 Armor - Light. Would medium be too brutal for a droid?


8 Harvest – Can be set to harvest all creatures that the player has killed


9 Power – Leave as is


10 Conversation – Droid can hold a programable conversation script. Like NPCs are now. C3PO Droids only


11 Translation – Droid enables players to talk to some NPCs that speak a lang that players cant speak/learn… and even ones that they could learn. C3PO Droids only.


12: Caller – Droid can shout/spam a simple script (IE: Eat at joes! –400, 400!). must have a /pause limit so people don’t abuse this. You should also be able to /turnoffdroidspam. Should be C3PO droids only.


13 Survey – Droid surveys the area. Range depends on the level (1-6?)


14 Maintance – Allows droid to go to a waypoint and check/pay maintance on a harvester, change resouce and turn it on if needed.


15 Lifter – Works like a maintance module. Droid can go to a waypoint and retrieve resouces. Has to be a lifter chassis.


16 Assault - Levels 1-6. Requires a probot or droidika chassis depending on the level.


17 Repair weapon – Just like a repair kit but has charges that a DE can recharge. Level 1-6 for lesser/better chances to succeed


18 Repair armor – Just like a repair kit but has charges that a DE can recharge. Level 1-6 for lesser/better chances of succeeding


19 Repair clothing - Just like a repair kit but has charges that a Tailor can recharge. Level 1-6 for lesser/better chances to succeed


20 Global WP – Droid can (for a credit cost) place a global map waypoint for all to see, like vendors do. A Timelimit should be set depending on the credits spent. (IE you could see a “Rebels attacking here!!” waypoint. Would need a /turndroidmarkersoff option


21 Mobile vendor: - High credit cost to turn it on, but you could set it anywhere you wanted. Should this require business skills?


22 Vehicle – Turn this option on while your vehicle is out and it places your droid inside the vehicle (should be a graphix for this). The Droid increases the vehicles stats. Astrodroids only.


23 Folding – Droid does not take one of the players 5 droid data slots.


24 Taunt – Levels 1-6. Should be able to turn this ablity on and off. Also it shouldnt be better then players taunt


25 Combat store – Store option just like a special move. It goes in the que and stores when activated, regaurdless of combat status.




Like’em / steal’em / flame’em I don’t care… just wish SW:G looked and felt like the movies.


-Cod

Blackflare
Sun Sep 14, 2003 4:46 am
#2

/cough
Mosati
Sun Sep 14, 2003 3:42 pm
#3

Comments and suggestions toadd to thegood suggestions posted


1 - 5: Fully in agreement on keeping them as is.


6 Redundant systems: Perhaps a 400 HAM boost per level across the board.This would boost a Probot to about the same as a basic CL15 CH pet that anyone can use. Our damage would still be crappy, but at least they could tank. Cowardly Gurreks have a HAM of 3200 as is, Probots would be a low end Combat droid if we ever got some real ones and putting a level 6 HAM booster would make them about 3211 which would be equaly to what any player can have in an animal pet.


7 Armor - Light. Would medium be too brutal for a droid?: We can get medium, just takes a couple high level armour plates.


8 Harvest (creature): To be fair to scouts and such, a harvest modules effectivness should be based on either the harvest skill of the player or to be less effective than the skills of a scout if the player does not possess them.


9 Power: I'd go as far as to allow power droids to be self powered. I would like the ability to place several batteries in a bot and let it power itself when it runs low.


10 Conversation: I'd let all talking droids have this feature.


11 Translation (C3PO Droids only): Now this is a great idea.


12 Caller: Merchants were supposed to get somthing like this but it was pulled for some unexplained reason.


13 Survey: This should work like Medical Modules, they boost the base skill of the existing player skills, not do the work without the players having to do anything. A level 1 Survey Attunement Module might give a bonus to a player with Survey I, but it would be a detriment to a Survey II and thus they would need an upgrade. Just like med moded bots, a level 1 is good if you have no camp, a level 2 equals a beginner camp and so on. A Survey 6 would go as far as to give double range and efficiency for a Survey IV player.


14 Maintance: This was supposedly in early beta but the Devs pulled for an unknown reason.


15 Lifter: Again this was supposedly in early beta but was pulled.


16 Assault (Levels 1-6) For combat droids only, would boost the agressive value of the base unit.


17 - 19 Weapon/Armour/Clothign repair kits: These I doubt would ever get in, the kits are already craftable by artisans. I can however see the use of a module that increases the effect of the existing kits and/or uses the kits like charges.


20 Global WP:Won't happen, it's one of the few reasons to get Merchant Advertising.


21 Mobile vendor: This would have to be a high level merchant ability ortherwise every business artisan would have one set in a city and no one would go to shop 3km in the boonies.


22 Vehicle: Having an Astromech to boost efficiency and lower maintenance of the vehicle would be nice


23 Folding: There would ahve to be some kind fo resource cost to unfold the unit otherwise everyone would just fold their droids instead of storing them. This could replace the demand for redeeding of droids, still think a resource cost would be needed.


24 Taunt (Levels 1-6): This would be a good idea, but instead of a module set, make it like those training remote in SW:ANH. A small swam of those with low powered electrical discharges would draw anythings attention. They could have just one use or several depending on experimentation... if we ever get it working.


25 Combat store: I could see this being exploited by people to redily. The Devs recently put ina fix to prevent CH's from doing just this.





Mosati Ryatu

M-TK/M-Sword- Vagabonds Rest - Naboo - Starsider

Member in good standing of the Glaston Pirates


Skojar
Tue Sep 16, 2003 11:02 am
#4

There is any easy way to omplement some of the ideas here: Droids granting skill mods to their owners.


Droids should have the capacity to hold modules that grant skill modifiers to their owners while in a given proximity. I cant for the life of me figure why a peice of tape is supposed to help me perform better but it would make perfect sense if droids helped you to perform certain tasks, perhaps even ones that you cannot perform without them.


The surgical droid grants medicine use. Having it around allows even those not trained in the medical arts use advanced medicines.


The protocol droid grants language comprehension/speech. This is pointless I know but if languages actually meant something, then this would be a very useful droid.


Other skills: R2D2 obviously knows some slicing. The way this would work in the game is that his presence would allow non-smugglers to slice by granting a skill modifier high enough to let the character qualify for the option as if he actually had the skill box. There are a large number of skills that a droid could aid in. Cooking, Management, Harvesting, Surveying, Experimentation, Crafting of all kinds, etc. The worst case scenario is that some smugglers or medics or whetever might be miffed if their skills can be done without them, but a droid would never be as good as a master professional and especially not as good as a master professional with the appropriate droid. One can even expect that a raiding party going after a faction base might have to resort to an R4 unit to flip that last remaining terminal (as in New Hope and Empire, where R2 saves the day by slicing doors.) If this were implemented then almost every character would want a droid to aid them in non-combat activities that they either want to be better at or want to be good enough to "get by" without going out to find a PC of the appropriate class.




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