Droid Engineer Archive

Thread: Droid Chassis and Module Suggestions

Wynn814
Sat Jul 09, 2005 8:14 am
#1

I would love more droids, I think we all would. I would be happy the rest of the year if they gave me a pit droid that follows me around.



Batteries not Included Inc
Naboo, Trinity City -6732 -4491
Droid Engineer since 12/03

TZ-128
Sat Jul 09, 2005 5:46 pm
#2


Hey all,


Another DE enters the mix, although by an unusual route. I used to be a Combat orientated player pre-CU, a Master Marksman/Novice Scout, but once CU was introduced things changed. I couldn't use any of my decent weapons (for a short time forced back to my old CDEF's), and I had a little difficulty learning the new system. (I actually hadn't read anything about the CU before it went live if you can believe that.) I decide to try my hand at the Artisan profession and found that I likedit. I worked my way up through that crafting as needed, finally making master just before the new vehicles were introduced. I was a little peeved with that as I'd just used all my steel and iron crafting speederbikes and X-34's. But hey, it happens. I then took novice in DE (to craft Droid Storage Comps for Vehicle C kits), Novice in WS to get me some weapons I could use, and Novice in Tailor (to give me something better to wear). I worked up on Weaponsmith, concentrating on the experimentation line so I could craft more efficient weapons. Then something interesting happened. I was asked to join a business as a Master Crafter. This venture would have one of each crafting profession in it. The person asking me was already a MWS, so I decided why not go for MDE. That was just as Double xp was turned back on. So it took me 3 days, 135k for training, a ton of resources, and a lot of grinding. It was only at MDE I stopped to think that I knew sod all about the profession. So I found my way here, and I must admit that despite learning there's more than a few bugs, that it's a little neglected and undervalued, this is a profession I'd like to stick at if I can.


Anyway, enough about me. On to the matter at hand.


I've spent the last couple of weeks viewing the DE boards getting a feel for the profession and those who've chosen this life. I noticed that there were a few threads that marveled at some of the scenery droids (Blastromech and R2 waiter) and others wishing for more combat droids. I especialy liked the comment on DE orientated quests and factional droids. After reading Drashk's thread on a Revamp proposal, a thought struck me, why not compile a list of chassis and modules we would like to see introduced if the crafting side of the game ever gets any Dev attention. Not just what we'd like to see, but actually what each chassis and module would do and bring to the game. So i've spent the past day or so collecting my thoughts for a couple of droids chassis and the modules they could use.



These are some suggestions for new droid chassis and modules. I've concentrated on Non-combat ideas.


Salvage/Recycling Droid: The purpose of this droid chassis would be to provide a small percentile bonus to Industrialised modules such as the RSM and RRM listed below. In addition to these two modules, a storage module and one type of crafting station would proably create arounded Industrial Droid.


Resource Salvage Module: The purpose of this module would be to feed it all those items that failed to repair, suffered a crit failure in crafting, a publish nerfed a Droid produaction run (What are the chances?), or the numerous CDEF weapons looted from NPC corpses. Once loaded into the RSM the items would be broken back down into the original resources use to create it. E.g. You've just crafted an Advanced Droid Frame (150 steel, 70 fibreplast) but in experimentation you got a crit failure. Normally you'd just destroy the item and recraft another, using more resource units (That's if Experimentation was even relevant!). With a RSM, you could drop the failed item into your droid allowing some of the materials that went into the crafting process to be salvaged. The amount salvage would depend entirely on the quality of experimentation that went into the RSM. The higher the quality, the more units can be successfully salvaged. E.g. 75 steel and 35 fibreplast from a RSM able to salvage 50%.


Resource Refinement Module: The purpose of this droid module would be to allow the owner to transform or refine one type of resource material into another of the same type. E.g. You've just harvested 10k from a high concentration of Ditanium Steel, the thing is it's a pretty low quality material with crafting number that are red or yellow. A RRM would allow that 10k to be fed into your RRM-equiped droid and refined for another, better quality type of Ditanium steel with some craftin numbers in the high green. However the trade of for this would be that some of the units are always lost. Say 10k poor could be refined for 5K better. Again the amount of resources successfully refined would be dependent on the Experimental Effectiveness of the module. Another option would be for the RRM to refine the 10k Ditanium steel for a quantity of Duralloy steel. However this would come at a price. As you would be changing the resource class a penalty would be suffered. Say a RRM capable of a refinement of 50% for same resource class (10k - 5k: as above), the same 10k Duranium could be refined into 3.5k Duralloy. This module would be of special benifit to those who are after a specific resource type that is not currently available on their server and hasn't been for some time.



Vendor Droid: The purpose of this droid chassis would be to allow a further item bonus of 5 or 10 to the vendor's item limit, when the droid is equiped with one or more Vending Modules. Vending Modules coupled with a Merchant Barker module in a Droidwould be an effective compliment the could help crafted item sales.


Vending Module: The purpose of this Droid module would be to allow the owner to have a small selection of their wares that are ready for sale and that buyers have the chance to view items before they either buy from the droid vendor, travel to the owners main shop/mall, or place a specialised order with the Vendor owner. The amount of items that can be sold from this Module would again be dependent on the Experimental Effectiveness, with the higher the result, the more that can be loaded. These modules would also be stackable, allowing several to be loaded into a droid for a larger stock allowance. However the items that are loaded onto these vendor droids would still not be able to exceed the total limit of vendored items the Owner is allowed. So a Master Artisan with an item limit of 250 and max number of 2 vendors would only be able to use this droid if they had one vendor slot remaining and were not currently maxed on vendor items limit. It also has the limit of only being able to make sales while the owner is online.


Feel free to comment on my suggestionsand please add you're own ideas. Who knows, one day something may get done!



Kraydon Fyne
Master Artisan, Master Droid Engineer, Master Marksman
0103 Novice Weaponsmith
Usually found in Bestine, Tatooine
Ahazi

PROUD SUPPORTER OF IMPERIAL ORDER 66!
TZ-128
Mon Jul 18, 2005 5:46 pm
#3


Hey all,


Another DE enters the mix, although by an unusual route. I used to be a Combat orientated player pre-CU, a Master Marksman/Novice Scout, but once CU was introduced things changed. I couldn't use any of my decent weapons (for a short time forced back to my old CDEF's), and I had a little difficulty learning the new system. (I actually hadn't read anything about the CU before it went live if you can believe that.) I decide to try my hand at the Artisan profession and found that I likedit. I worked my way up through that crafting as needed, finally making master just before the new vehicles were introduced. I was a little peeved with that as I'd just used all my steel and iron crafting speederbikes and X-34's. But hey, it happens. I then took novice in DE (to craft Droid Storage Comps for Vehicle C kits), Novice in WS to get me some weapons I could use, and Novice in Tailor (to give me something better to wear). I worked up on Weaponsmith, concentrating on the experimentation line so I could craft more efficient weapons. Then something interesting happened. I was asked to join a business as a Master Crafter. This venture would have one of each crafting profession in it. The person asking me was already a MWS, so I decided why not go for MDE. That was just as Double xp was turned back on. So it took me 3 days, 135k for training, a ton of resources, and a lot of grinding. It was only at MDE I stopped to think that I knew sod all about the profession. So I found my way here, and I must admit that despite learning there's more than a few bugs, that it's a little neglected and undervalued, this is a profession I'd like to stick at if I can.


Anyway, enough about me. On to the matter at hand.


I've spent the last couple of weeks viewing the DE boards getting a feel for the profession and those who've chosen this life. I noticed that there were a few threads that marveled at some of the scenery droids (Blastromech and R2 waiter) and others wishing for more combat droids. I especialy liked the comment on DE orientated quests and factional droids. After reading Drashk's thread on a Revamp proposal, a thought struck me, why not compile a list of chassis and modules we would like to see introduced if the crafting side of the game ever gets any Dev attention. Not just what we'd like to see, but actually what each chassis and module would do and bring to the game. So i've spent the past day or so collecting my thoughts for a couple of droids chassis and the modules they could use.



These are some suggestions for new droid chassis and modules. I've concentrated on Non-combat ideas.


Salvage/Recycling Droid: The purpose of this droid chassis would be to provide a small percentile bonus to Industrialised modules such as the RSM and RRM listed below. In addition to these two modules, a storage module and one type of crafting station would proably create arounded Industrial Droid.


Resource Salvage Module: The purpose of this module would be to feed it all those items that failed to repair, suffered a crit failure in crafting, a publish nerfed a Droid produaction run (What are the chances?), or the numerous CDEF weapons looted from NPC corpses. Once loaded into the RSM the items would be broken back down into the original resources use to create it. E.g. You've just crafted an Advanced Droid Frame (150 steel, 70 fibreplast) but in experimentation you got a crit failure. Normally you'd just destroy the item and recraft another, using more resource units (That's if Experimentation was even relevant!). With a RSM, you could drop the failed item into your droid allowing some of the materials that went into the crafting process to be salvaged. The amount salvage would depend entirely on the quality of experimentation that went into the RSM. The higher the quality, the more units can be successfully salvaged. E.g. 75 steel and 35 fibreplast from a RSM able to salvage 50%.


Resource Refinement Module: The purpose of this droid module would be to allow the owner to transform or refine one type of resource material into another of the same type. E.g. You've just harvested 10k from a high concentration of Ditanium Steel, the thing is it's a pretty low quality material with crafting number that are red or yellow. A RRM would allow that 10k to be fed into your RRM-equiped droid and refined for another, better quality type of Ditanium steel with some craftin numbers in the high green. However the trade of for this would be that some of the units are always lost. Say 10k poor could be refined for 5K better. Again the amount of resources successfully refined would be dependent on the Experimental Effectiveness of the module. Another option would be for the RRM to refine the 10k Ditanium steel for a quantity of Duralloy steel. However this would come at a price. As you would be changing the resource class a penalty would be suffered. Say a RRM capable of a refinement of 50% for same resource class (10k - 5k: as above), the same 10k Duranium could be refined into 3.5k Duralloy. This module would be of special benifit to those who are after a specific resource type that is not currently available on their server and hasn't been for some time.



Vendor Droid: The purpose of this droid chassis would be to allow a further item bonus of 5 or 10 to the vendor's item limit, when the droid is equiped with one or more Vending Modules. Vending Modules coupled with a Merchant Barker module in a Droidwould be an effective compliment the could help crafted item sales.


Vending Module: The purpose of this Droid module would be to allow the owner to have a small selection of their wares that are ready for sale and that buyers have the chance to view items before they either buy from the droid vendor, travel to the owners main shop/mall, or place a specialised order with the Vendor owner. The amount of items that can be sold from this Module would again be dependent on the Experimental Effectiveness, with the higher the result, the more that can be loaded. These modules would also be stackable, allowing several to be loaded into a droid for a larger stock allowance. However the items that are loaded onto these vendor droids would still not be able to exceed the total limit of vendored items the Owner is allowed. So a Master Artisan with an item limit of 250 and max number of 2 vendors would only be able to use this droid if they had one vendor slot remaining and were not currently maxed on vendor items limit. It also has the limit of only being able to make sales while the owner is online.


Feel free to comment on my suggestionsand please add you're own ideas. Who knows, one day something may get done!



Kraydon Fyne
Master Artisan, Master Droid Engineer, Master Marksman
0103 Novice Weaponsmith
Usually found in Bestine, Tatooine
Ahazi

PROUD SUPPORTER OF IMPERIAL ORDER 66!
Wynn814
Mon Jul 18, 2005 7:32 pm
#4

I would love more droids, I think we all would. I would be happy the rest of the year if they gave me a pit droid that follows me around.



Batteries not Included Inc
Naboo, Trinity City -6732 -4491
Droid Engineer since 12/03

Straker_Atrella
Tue Jul 19, 2005 8:04 am
#5

Welcome to the team.


I have always liked the vendor droid myself, always thought it would go great with Master Merchant.


The recycling droid is a lot like the current recyclerloot schematics in game, not sure if they would go for droids doing it.


Ihave always wanted a pit droid myself to fix speeders and such. Honestly, there are a ton of very cool ideas for new droids that would be great, right now I just wish that what we had worked properly.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Corran950
Tue Jul 19, 2005 2:49 pm
#6


Resource Salvage Module: Not a bad idea. I think when the original recycles can out there was talk of something like this. But one problem with your design is that after a item is crafted it does not carry the resource information to the finished item, also makes it a bit harder to do loot items as well. If they just made it where it gives you generic resources in the appropriate amounts then it would work. and the quantity returned should not exceed 80% of the original amount.



Resource Refinement Module: This was also mentioned when the recycles were coming out. Unfortunately this may not ever happen due to the way resources are created in the game. If you look at a resource it has a resource type and resource name. the type will always stay the same but the name will change with a new spawn as well as new stats. Each resource is logged into a database when it spawns, and if players were allowed to make our own resources that database would grow expontionaly more than likely causing more lag.



Vendor Droid: I like the idea behind it. hopeful if we do get it they don't make it require master merchant or something, actually I like it to require a line in artisan only.



Vending Module: same as above.



Now on to things I would want.



Bar tending Module: Load a droid up with a few different beverages, and when you ask droid for drink a box pops up with stocked items pick one and you get served (consume) your drink.



Optional Skins: A optional component that could be added to a chassis. Like the bug eyed protical droids, or R series droids with the bar tender stand.



Texture Kits/Additional color options: I would love to have a option to color the dome of R2 units, that silver dome would look cool with some different color options.



Micro Factory Module: A module that would allow you to make up to 10 like items with out haveing to run hame and doing a factory run.





Corran Tristen
Master Artisan - Master Droid Engineer - Master Carbineer - Rebel Pilot 4/4/4/3
Corran DroidWorks {CDW} Reopening Soon (TM)
"If you take sexual advantage of her, you're going to burn in a very special level of hell. A level they reserve for child molesters and people who talk at the theater." Book - Firefly
- Help Control The Jedi Population, Have Your Jedi Spade Or Neutered.
FIREFLY SEASON 2: help transmit the signal



Yoda-5499
Tue Jul 19, 2005 3:13 pm
#7

Vehicle repair module: Would allow the droid to repair vehicles from a disabled state to 15% and repair it 15% when not disabled

Advanced vehicle repair module: Would allow the droid to repair vehicles from a disabled state to 40% and repair it 40% when not disabled

Shield generator module: IF the SBD and droidika chassis were in-game, they could be equipped with a shield generator which would create another layer of protection which equalled 25% of droid's armor rating, and which would also protect the owner at the same ammount (25% of droid's armor rating). This shield would regenerate like a ship's shield.



***My Signature***

Adnil Nedlog
Master Droid Engineer/Master Artisan/Master Merchant
Master Pilot/Freelance Pilot Ace/Novice Marksman

Read my posts as if I talked just like C-3PO:

"Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
TZ-128
Tue Jul 19, 2005 5:21 pm
#8






Corran950 wrote:

Resource Salvage Module: Not a bad idea. I think when the original recycles can out there was talk of something like this. But one problem with your design is that after a item is crafted it does not carry the resource information to the finished item, also makes it a bit harder to do loot items as well. If they just made it where it gives you generic resources in the appropriate amounts then it would work. and the quantity returned should not exceed 80% of the original amount.


Generic Resources would be just as acceptable. As for the returned amount, I definately agree with 80% (I had been thinking about 75%) as the max return for a very high Efficiency Module. No matter how good a salvage machine is you should never expect to get back 100% of what you put in.



Resource Refinement Module: This was also mentioned when the recycles were coming out. Unfortunately this may not ever happen due to the way resources are created in the game. If you look at a resource it has a resource type and resource name. the type will always stay the same but the name will change with a new spawn as well as new stats. Each resource is logged into a database when it spawns, and if players were allowed to make our own resources that database would grow expontionaly more than likely causing more lag.


I wasn't suggesting that players create their own resources (Could you imagine that?) What I was thinking was that it would operate a little like how the 30k veteran reward does. You feed the crappy resource in and then proceed through the menu selections to choose the refined product. The choices available would match those already in the database and could even be limited to just a few types of each.



Vendor Droid: I like the idea behind it. hopeful if we do get it they don't make it require master merchant or something, actually I like it to require a line in artisan only.


If it were just a case of having one line in artisan, I'm sure Dev's would tack it onto the business line. Myself, I feel that as long as you have novice in an Elite crafting profession that would work just as well.



Vending Module: same as above.



Now on to things I would want.



Bar tending Module: Load a droid up with a few different beverages, and when you ask droid for drink a box pops up with stocked items pick one and you get served (consume) your drink.



Optional Skins: A optional component that could be added to a chassis. Like the bug eyed protical droids, or R series droids with the bar tender stand.


I'm with you on that one. I like the idea of making droids more stylisticaly individual, it speaks to the vastness of the SW universe rather than to have every droid look the same.



Texture Kits/Additional color options: I would love to have a option to color the dome of R2 units, that silver dome would look cool with some different color options.


As Above.



Micro Factory Module: A module that would allow you to make up to 10 like items with out haveing to run hame and doing a factory run.


I can't count the times that a module like that would've come in handy, but admittedly we'd proably catch a little flack from Architects saying we're stealing their thunder, and sales.









Kraydon Fyne
Master Artisan, Master Droid Engineer, Master Marksman
0103 Novice Weaponsmith
Usually found in Bestine, Tatooine
Ahazi

PROUD SUPPORTER OF IMPERIAL ORDER 66!
Page 1 of 1
Previous Next