Droid Engineer Archive
Thread: Droid Engineer Wishlist.
1. Do not flame someone elses wish.
2. Be reasonable with things youd like to see added.
3. Remember Rule #1.
4. All Hail...Me
5. If you must add a short description to your wish, keep it short and to the basic point.
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I want a pony.
No, seriously. I thought about this during one of the innumerable 'will DEs be able to build vehicles' and 'should DEs be able to built AT-ST' threads. While I don't think DEs should be capable of making vehicles I don't see any really compelling reasons why a DE couldn't make a mount.
These are the modules I think should be in the game, based off the game and the pen and paper d20 RPG... bulleted for you're reading pleasure ![]()
- Suvery Tools: all of em, please.
- Advanced Cluster Module: holds 4 modules.
- Data Module: Just ONE, that's all we need, really!
- Flame Thrower: Personal Droid deffence, for when we're down and out. AKA, welding torch
- Self Destruct: Small blast radius, massive wound damage to the lucky passer by

- Sheild Generator: Basic and Advanced. Basic is a damage reduction type, Advanced has both damage reduction or complete absobtion, at the cost of power; 1-3 full abosorbtions then bye bye shielding until it recharges over time.
- Nuclear Power Souce: Replace that freaking huge power core, thank you very much

- Propietary Module: Allows droid crafter to modify a crafted droid
- Radar Jamming: Makes all radar in its raduis flicker and be fuzzy
- Radar Spoofing: Randomly generate friendlies on oposing factions radar, while cloaking unfriendlies
- Attonomy Module: Droid will take actions on his own, to defend, run, attack, etc.
- Repair Modules: Weapons, Armor, Droids, Vehicles, Structures
- Immobilization Database: PvP screwing 101, AKA 'you're speeder wont speed for 3 minutes because my R2 broke it.' Go ahead, burst run away

- Slicing Module: Doors, Terminals, non Smuggler specific things.
- Math Co-Processor: Adanced and Basic. Opens a UI that will allow you to calculate different things, from resources gathered over time by a structure, to you're average damage over the course of a day (while the droid was out), etc.
- Bazaar Browsing/Purchasing Module: Hey, sometimes ya just hafa spend that cash!
- NPC/Animal Locater: Upgrade for Seekers
- Electroshock Probe: A droid antidroid device.
- Fire Extinguisher: Hey, it could be useful someday!
- Magnetic Feet: Required for an astromec if he's going to fix your X-Wing in flight!
There ya have it!
-X-
I forgot the potentially coolest module that I once thought of! Silly me....
- Doid Co-op Module: Any 2 droids built with this module will work together, allowing any droid owner to use a maximum of 2 droids.
Yeah, I almost hate suggesting this, because it quite frankly makes no sense at all that anyone can handle a freaking wrix, but can't handle 2 or even 10 subserviant, dependent machines..... maybe there is more than one reason you can't use the toaster and the microwave at the same time over there in that SOE lunchroom...
Hey, just a thought from a non-DE
Surgical Droids -- That heal me without me having MEDIC skills in camp.
Jukebox Droids -- That heal BF and mind wounds in camps.
Both droids will need to be "filled" by their respective professions. Data created by "Doctors" and "Entertainers" with limited usage
Architects should be able to craft machine vendors*
Droid engeneers should be able to craft droid vendors*
Merchants should be able to Hire NPC vendors*
*vendors still need merchants to use them, just give us crafters something more to make
and sintrosi should put up a vote on what type of fighting droids we want the most
I'd like to see all of the current droids with unique, useful; appropriate functionality.
It would seem to me that quite a few of we DEs would not have a problem limiting what module goes into what droid, etc. I think it's pretty cool that you think this way. I mean, you could whine 'nerf' and say that an R2 should have the same functionality as an MSE and vice versa, but you're not. That's respectable and it shows a willingness to compromise.
When it comes down to it, Droids are at once spectacular and remedial; Some may have programing so advanced that they do not even need a master, while others can merely tidy up the house. This is beauty of droids and this is what we would like to see.
Also, allow me to interget the strange notion that DEs should require more Master Artisan electronics in their schemactics, perhaps replacing a DE component of a similar 'function'. And, speaking of function, ifwe're going to have to make things like manipulator arms, etc. can you PLEASE add some kind of real functionality to them? I mean, why even bother making them a seperate unit if it's quality doesn't mean anything? You could save everyone time by just bumping the resource requirements up for the items that use these, for all intents and purposes, purely esthetic components...
How about an Audio/Video module which will allow a droid to record an Entertainer (with their permission/payment) and play it back in a camp with limited Mind healing abalities.
-Norax
Add to the list a offical list of what each mod is supose to be and do and with which other mods they work!
Metal is stronger than Meat, Meat Dies, Metal gets recycled.
Igiveu Elko
Master Artisan, Master Droid Engineer, Novice Pistoleer, Novice Medic, and Novice Creature Handler
Rori, Radiant, /wapoint 3665 3496 inside Sioux's shop
Another Good Friend Cancled his account today as a result of the recent nerfs and lack of respons to our request for explanations
Well, I'm fairly new to posting on the boards but, I've been reading them ever since the purchase of the game. I'm glad you set down Rule #1 as my wishlist may not bode well with others. I'll just ignore rule #5 as I do not coincide with #4. ![]()
Completely revamped the Droid Engineer system: (Read the following as a WHOLE please.)
What makes Star Wars, Star Wars? Jedi, Bounty Hunters, Smugglers and Droids. (There are others, but these relate most to the game right now... To an extent.)
Like Bounty Hunters, I'd like to see Droid Engineers become an Elite Profession (If that's the term when the prerequisite is 2 Master Professions.)
Master Artisan and Master Marksman.
2 complete professions that compliment Droid Engineering fully. (At least what I feel what a Droid Engineer should be.
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As such, Droids should be an additive (And these ideas are based off others that would improve the profession (Specific Use Droids). I think some ideas some people are throwing about (Surgical Droids healing in the battlefield, Harvester Caretakers, Entertainer Droids) are just trying to monopolize the game by being able to replace people with Droids. However, I feel that those ideas should be watered down to what I feel Droids should be. From the examples I've given: Surgical Droids, allow Medics/Doctors to be able to heal as s/he would in a Hospital outside of a city (even better healing when used IN a Hospital). Harvester Caretakers could relay the Status window to you through to your Datapad. (With the Droid being within the range of the harvester. And a Patrol Circuit that you can tell it to advance to the next point through the Datapad) Entertainer Droids could act as Jukeboxes or Amplifiers. Allowing Entertainers and Bands to heal othersmore quickly inside Catinas. Also, being able to heal equally outsideof Catinas with a Droidas theywould insidea Catina without a Droid (street performers). Just a few ideas, many great ideas already posted by others.
Being able to create these Utility Droids should logically be derived from the Artisan Tree (logic on this is fuzzy, but it's needed). Now for the Marksman tree... As you all should conclude, this tree should relate best with Combat Droids. "Know your self to know your enemy." Much like the limitations Creature Handlers have, Combat Droids should follow, to adifferent extent. As Droids can't have a real Creature Level, I feel the use of Combat Droids should be limited to Skills. I feel one Combat Droid should be the limit to compliment any profession.To prevent the great depression that followed the Advanced Pro-Bot nerf, being able to use one Combat Droid should be certified when someone fills one Skill Tree. (Such as Rifles/Pistols/Carbines 4, etc.across all starting Professions.) Droid Engineers could be able to offer 2-3 different types of Combat Droids at this time to Novices. These droids could be 1-1.5k HAM Combat Droids with some 50-150 BaseDamage, to complimenttheseasoning player. And offer adequate defence for those Non-Combat professions. These could be the Pro-Bot, Advanced Pro-Bot, and the Battle Droids from Episode One.
Well, we could have at least 1 Combat Droid for starting players... A Mouse Droid with a toaster slot and a Pistol mounted in it. ![]()
To further extend the use of Combat Droids, once any person becomes a Master ofany Novice Profession, this could unlock more 2-3 more types of Combat Droids that are usable. Maybe 1.5-2k HAM, 150-250 Base Damage Droids. MaybeSuper Battle Droids, Basic Droideka, and another one (can't think of anymore). And to further advance this idea we could allow Masters of an Advanced Professions (Pistoleer, Commando, Tailors, Chefs, etc.) unlock 3-4 more types of Combat Droids. Though I would feel that Non-Combat Professions only able to unlock 1-2 of these Advanced Combat Droids. These could be the 2.5k-4k HAM, 250-400 Base damage droids. Maybe, Regular Droideka, Assassin Droids, and another. Maybe as an extreme stretch, allow a +1 Droid Entity Certification at a Master Advanced Profession. Limiting a Droid to 1 throughout the majority of the game to preserve balance.
Thats how I wish Combat Droids should be, UtilityDroids should be for everyone. Combat Droids for those who can handle themselves in game, and in battle. Now for the actual Droid Engineer Profession. Completely revamp the trees. (Personally, I don't enjoy Dabblers as I feel it can ruin the economy and cause problems within the profession itself.) Having to mastertwo Novice Professions will hopefully weed out 75% of those who want the best and only the best for themselves. The Method below may cut an additional 20% of thosefrom the first.
4 Trees: Droid Production and Refinement should be merged. As well as the fixing thepurpose of Experimentation. Blueprints should stay but, be exactly that. Blueprints. Lets say you need Blue Prints 1 and Production 1 to make some above basiceutility droids. (Keeping in mind and thinking that different droids inherintly serve different purposes.) Novice Droid Engineer can produce Mouse Droids who lower Maintenance fees for Houses for example, I havn't put much thought in Novice Skills. For the other 2 trees:One could contain Modules (Extra Abilites that can be added to Droids) and Chassis Refinement for the ability to increase the structural capabilitiesfor Droids. The other Droid Tree could beDroid Armour/Weapon Experimentation/Refinement. Allowing this tree to help improve both the Combat Droids and some Utility Droids. (Surgical Droid in the field who has Armour 4 for example.)
Now for finally reaching Master Droid Engineer, after what would be a good implementation to allow all levels able to make a profit, thus lowering the necessity of 'The grind'. Master Droid Engineers should get a +1 Droid Entity, if other Advanced Master Professions dont get this.+2 Droid Entity if they do. So being a Master Droid Engineer serves being able to have 1 more Droid out then others.
That should be it for now. No more ideas to put. Hope it's worth while to read. =/
I guess there is another thought I can add.
Specific Droids for Droid Engineers.
Utility Specific Droids for Droid Engineers can help increase the quality of experimentation and creation of Droids. Just an example.
Combat Specific Droids for Droid Engineers: High end deserving power Droids for those who are, in my opinion the only true Artisan class who should be able to be called the Combat Artisan class.
Advanced Droideka, Hailfire Droids, Dark Troopers, and some others. Keeping it balanced though of course. ![]()