Droid Engineer Archive
Thread: Okay, now that we've run combat droids into the ground...
I'd be curious to hear what any of you think would be some good ideas for the other droids, particularly the existing models. Like, what should the medic droids be able to do? How about the obsenely useless BLLs? Any thoughts?
AR
One thing I've found out here is nothing can't be run into the ground more.The national past time for Droid Engineers is finding a bigger stick to beat the dead horse.
In the spirit of your original intent here are a couple things i think the other droids should do.
Protocol Droids:
specialiazed merchant use for specific customer pickups.
Ad barking in town and mobile merchant vendor platforms.
Medical Droids:
Required for level 5 and 6 medical modules.
When grouped with a Healer profession character the surgical droids can work semi-autonomously healing damage and wounds and reviving incapswith stim/wound packs in it's storage and in return the healer gets skill points from Surgical droid heals much the way Creature Handlers get xp from the pet work.
LE Repair Droids:
Allow them to repair structure damage.
When grouped they act as a money multiplier when paying up maintenence on structures/harvesters. As radioactives can be worth double power, having the droid grouped can double the maintenence effect each credit has.
Boost chance of successful repair on item
And off course do the mandatory droid repairs.
BLL:
Negate cost of redeeding.
Perhaps have a factory module won't replace factories, but will permit limited runs on identical items. Nothing annoys me like when I have to run off a full crate of some component just so I can make one measily droid.
good ideas. i still believe they are falling on deaf ears.
I'd love to see the tracking droids and seeker droids have surveying abilities.
+Arakyds (or their survey counterparts) would give a snapshot of what resources are availabe on a planet.
+Probes would give you a rough % for one particular resource over a LARGE portion of the map.
+The surveydroidmodule would give you a timestamp on how long that vein has been active.
These have been mentioned before. I just felt like saying something constructive...
Wow. I just reread the Sinostri post on new module suggestions.
We really have run this boat onto the beach. The next time thunderheart of any devs give us a 'What do you want?' post, I'm going to cry. It has all been said. Hundreds of times.
Medic Modules - Act as a camp when out and the owner is standing still and not in combat. This would allow for wound healing over time, not to pull out more pets/droids/whatever.
BLL - Agree, negate re-deeding costs. Maybe used to run to harvesters and take whatever's in the hopper and deposit it in a designated house or bank.
Repair - Duh, it needs to repair. Droids and structure damagefrom lack of maintenance.
Surgical - Another duh, it needs to assist in healing (built in med module). Also Auto-Stim incapped player. Would, of course, require putting stims into a special "hopper", and the stims would heal as per the stim quality put in the droid. Possibly Auto-Stim player any time based on percentage of health/action left to be designated by the owner (at 25%, heal me please).
Power - Either attach to a harvester/factory to reduce power requirements, negate power requirements, or act as a power deliverer.
Protocol - Ad barker, special order's pickup. Possible component in player-built star/shuttleports in the future.
R series - Some use in vehicles in the future. Minor slicing ability on terminals only (like R2 in the movies).
Seeker/Arakyd - Allow DE to use them to allow a minor version of the ranger's /areatrack. This would be NPC only.
DZ70 - Make it do something. It's combat abilities aren't even worth counting it as a combat droid. Currently only pretty to look at, with minimal module ability.
Probot - un-nerf slightly. Preferably about half-way between it's current, and past stats.
MSE (mouse) - Blow the little bugger up. It would be entertaining, if not effective. A good outlet for frustration. Not sure how well it would do in combat though (entertaining, but not imbalancing).
WED Treadwell - Possibly make this a repair droid as well (It almost looks the part better than the real repair droid). Since it's low level, make it about half the capabilities of the real repair droid. Only repair half building damage. Repair another droid, vitality (white) damage only.
Of course, still allow modules to be placed in all of the above (aside from the seekers/arakyds) to allow for customization.
I would like to see the equivilant of tricks for droids. The Treadwell could walk on it's limbs for a second, the MSE could do loops very quickly, the probe/DZ could do a flip, the protocol/surgical/repair could doa little dance, and the BLL could pick up a mouse and fling it (just for laughs).
I would also like to see the item/data storage caps be flipped. Data storage is only limited to schematics, so it does not need a 150 cap. Item storage is not horribly imbalancing since only a limited number of items can be used at any given time anyways, so the cap could be increased to 50 or so.
And of course, more droids allowed in the datapad for DE's, as well as more than one out at a time, to allow for repairing one's own droids.
I tried not to cover combat droids (aside from the probot nerf), but there are always more I would like to see in that department.
In addition to everything that has been said, I would hope that they would give us chassis for all droids (combat and non-combat) so we can display and sell them without taking up a pet slot.
Still scratching my head as to why we don't have a WED Treadwell chassis.
I covered this a lot in my latest post- So I'll just link to it.
http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=35762