Droid Engineer Archive

Thread: Droid Usage in the Artisan Tree Manifesto

Haruspex77
Fri Jan 23, 2004 7:12 pm
#1

Droid usage should be the combat capability of the Artisan and Entertainer based classes. They have none now. There is no balance issue if these professions get combat capability.


It is fine if a Master DE/ Master Merchant has combat abilities substantially less than a CH/BH, TKA/Commando or other combat specialist, but it is unacceptable that he cannot purchase droids that can defend him against a Syck or other animal likely to be near his home or harvester.


A Droid Master class does not have sufficient content to be a real class. If a mini-class must be implemented, it should be based on Artisan (preferably require MA), and have 1 or 2 trees (max 35 skill points over MA).


If development issues require picking one class for Droid usage, rather than certs in all elite artisan classes, Merchant is the appropriate underdeveloped class for both continuity and fairness reasons.


Lv 10 combat droids are useless to mature characters if they have any interest in surviving combat. They will not make droids visible in the game.


Putting combat modules on non-combat Droids is just silly, I hope there is no intent of this and that the combat modules are for placement on a combat chassies. Poor C3P0 would be horrified to be handed a gun and sent into battle.

GraySeven
Fri Jan 23, 2004 7:45 pm
#2


I can't believe he had the chutzpah to post this here as well, so I just copied my reply from artisan to this one as well.....


No. Crafters that want combat capabilities should take a combat profession. I didn't master the Artisan profession so that I could be a Droid Handler, and you need to explain to me what part of the Entertainer tree qualifies them to manage droids.....


And Droid Management will either be in the DE tree (where it belongs) or in a seperate profession that mimics CH.


This suggestion is foolish not only because you are trying to put combat skills in a crafter/entertainer tree, but moreso because you are trying to put advanced/elite skills in a starter profession.


Think first, please.




Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Haruspex77
Fri Jan 23, 2004 9:16 pm
#3


--------------------------------------------------------------------------------
GraySeven wrote:

No. Crafters that want combat capabilities should take a combat profession. I didn't master the Artisan profession so that I could be a Droid Handler, and you need to explain to me what part of the Entertainer tree qualifies them to manage droids.....
--------------------------------------------------------------------------------


Well, I do have to agree somewhat on the Entertainers. I'm not sure I like that either, but they do fit the main reason for doing this.


The problem with strong combat droids (like CH pets) is that they offer huge advantages in PvE combat when used as tanks. Even a lv 15 pet with good HAM can delay a red mob from attacking you long enough to make a kill possible, and further reduce the risk by distracting them from the DB if you get incaped. As a result, there is a lot of leverage between combat skills and pet level. A CH needs master scout (with little combat advantage), but still had to be nerfed to keep the CH+Elite combat dabbler from soloing the largest mobs in the game. If that can be done, there is no content left for groups of maxed out characters.


I didn't master Artisan to fight either, but I do enjoy occasionally participating with my friends in combat. With an elite profession on top of that, I am a drag on my group because I don't have enough skill points for anything more than Novice Pistoleer. I am sure that many are in the same situation. I see no reason that enjoying crafting should keep someone from enjoying the rest of the game as well without paying for a second account.


Now between those two issues, it makes a lot of sense to give droid capabilities to artisans, it uses up the skillpoints to keep them from producing overpowered characters, and it makes them able to participate in other parts of the game. It has an interesting side effect too, because I expect good combat droids to be expensive it discriminates between the successful crafter who makes a wanted product and the hologrinder type who has the tag but not the personal skill behind it.


Now the same argument applies to Entertainer. What doesn't work is good story about why Entertainers qualify for droid control. I have found in the past that music talent was highly correlated with programming skill, perhaps there is something there that could be used. But the story is just overlay on the game, the rules work the way they do because of the developers decisions, not any real life logic.
AugustusCaine
Sat Jan 24, 2004 6:55 am
#4

Haruspex77 wrote:


Putting combat modules on non-combat Droids is just silly, I hope there is no intent of this and that the combat modules are for placement on a combat chassies. Poor C3P0 would be horrified to be handed a gun and sent into battle.

------------------------------------------------------------------------------------------------


If you watch Episode 2: Attack Of The Clones... he was LOL
GraySeven
Sat Jan 24, 2004 11:14 am
#5

I answered this in Artisan, I'm not going to repeat it here. I will only say this idea is wrong and should die...



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Page 1 of 1
Previous Next