Droid Engineer Archive
Thread: Why do we need 5 levels of armor modules?
Give it 4 resource slots and an optional slot for including special armorsmith materials. Make the base armor resists dependent on the quality of the materials and specials. Good shock resistances give us good Kinetic, low conductivity gives us good energy and so on.
Tag on a experimentation screen where we can try and tweak the various resists and you have the only armor module I'll ever want.
To be honest I’m not sure why we shouldn’t be able to do this with most of the other level differentiated items too. Be nice to get a few items off that crafting list.
EnigmaBSc
Well just goes to show we have too many modules if I'm having trouble keeping track of the number.
lindalu wrote:now...if they wanted to do the level as experementation, you have basicly removed an entire skill tree for the DE's, which would definately need to be replaced with more modules.
Sounds good to me. I think almost everyone here would trade the extra armor slots for new modules with new functions in a heartbeat.
By shifting the focus away from the level of the DE to experimentation and making the armor smith components optional. I would think that it would make things easier for them and us.
Now that I think about it some more, if the Devs set the numbers so a critical failure = level 1 and 100% = level 6, this scheme will guarantee that those on the low end of the totem pole will see a noticeable improvement because of the increased value of resource quality. Even a novice could get a 28% or so if he got the very best resources.
For low power DE it would mean that by seeking out good resources, a good crafting station in a crafting city, and seeking out those optional armor smith parts they could, in theory, make some fairly respectable armor.
A mid-power DE who puts in some work and has a bit of luck might even match the stuff most MDEs put out.
For MDEs it would simplify the crafting list and not much else.
Rihtan wrote:
You'll forgive me, but I'm not sure how the levels in armor make it easier for non-MDEs.
By shifting the focus away from the level of the DE to experimentation and making the armor smith components optional. I would think that it would make things easier for them and us.
Now that I think about it some more, if the Devs set the numbers so a critical failure = level 1 and 100% = level 6, this scheme will guarantee that those on the low end of the totem pole will see a noticeable improvement because of the increased value of resource quality. Even a novice could get a 28% or so if he got the very best resources.
For low power DE it would mean that by seeking out good resources, a good crafting station in a crafting city, and seeking out those optional armor smith parts they could, in theory, make some fairly respectable armor.
A mid-power DE who puts in some work and has a bit of luck might even match the stuff most MDEs put out.
For MDEs it would simplify the crafting list and not much else.
Here is how it helps non-MDE's.
Armor maxes at 20%
Let's say you can only make level 4 Armor modules. You can make two level 4's and put them in a droid reaching the 20% max.
Now an MDE can make the level 6's and only needs one armor module to hit the max of 20%.
The MDE still has the edge on a couple of Droid with only one armor slot, but most of your Combat droids have more then 1 slot. This allows non Master DE's to compete on at least an armor level.
It's the same thing with storage, data, and med modules. Due to stacking different levels, non-MDE's can reach DE quality levels, they just need more module slots.
Straker_Atrella wrote:Here is how it helps non-MDE's.
Armor maxes at 20%
Let's say you can only make level 4 Armor modules. You can make two level 4's and put them in a droid reaching the 20% max.
Now an MDE can make the level 6's and only needs one armor module to hit the max of 20%.
The MDE still has the edge on a couple of Droid with only one armor slot, but most of your Combat droids have more then 1 slot. This allows non Master DE's to compete on at least an armor level.
It's the same thing with storage, data, and med modules. Due to stacking different levels, non-MDE's can reach DE quality levels, they just need more module slots.
But nothing in my proposal even suggests that we eliminate module stacking. It only suggests making the module's effective "level" based upon experementation instead of the schematic picked.
Rihtan wrote:
Straker_Atrella wrote:
Here is how it helps non-MDE's.
Armor maxes at 20%
Let's say you can only make level 4 Armor modules. You can make two level 4's and put them in a droid reaching the 20% max.
Now an MDE can make the level 6's and only needs one armor module to hit the max of 20%.
The MDE still has the edge on a couple of Droid with only one armor slot, but most of your Combat droids have more then 1 slot. This allows non Master DE's to compete on at least an armor level.
It's the same thing with storage, data, and med modules. Due to stacking different levels, non-MDE's can reach DE quality levels, they just need more module slots.
But nothing in my proposal even suggests that we eliminate module stacking. It only suggests making the module's effective "level" based upon experementation instead of the schematic picked.
Yea you could still stack if you wanted too, but there wouldn't be much point to it. Even with mediocre resources, it's not hard at all to hit 80%, even a novice using semi decent resources could make good modules under your system.
The current system allows Non-Masters to compete with Masters, but has the drawback of using 2 slots. Changing it as you propose would really cut down the difference between novice and Master.
The only way that your system could work is if it was heavily weighted towards exp over resource quality, and you needed like a 95% to get max armor. Yet then even masters may have a hard time maxing out the Droids with just one slot.
1. Split experimentation into three lines (melee, ranged energy, ranged kinetic for lack of better terms) Weighted so a MDE with good resources bonus can max with one module.
2. One line of experimentation weighted to fit a bell curve. Exceptional results are made rare and take on greater importance and value.
3. Scrap the armor caps on droids. Split the experimentation line several ways and let us build really customized armor. Droids with good kinetic, lousy energy and a deep dread of lightsabers. Weight it so that values over 40%, 50% or whatever are impossible to reach.
The exact details can always be altered so there is a fair difference between Master and Novice. I'm just saying it might be nice to get rid of a few extra modules and increase the amount of experimentation we get to do. The exact scope of the change is easily variable.
Must spellcheck. Must Spellcheck.
Message Edited by Rihtan on 02-08-2005 10:53 AM