Droid Engineer Archive
Thread: How I think DE should work
Droid Engineer is currently a profession that bothers me. People basically put whatever modules they want on whatever droids they want, and the entire system holds zero regard for star wars lore, and provides very little in the way of improved game quality. Here are some key items I think the devs should focus on for the droid engineer, including the upcoming combat droid revamp.
1.) Protocol Droid: 3P0, a major character from the films, is not properly represented. Have a language module available to droids (comes pre-installed on protocol droids) that allows people to automatically have ALL the languages when that droid is pulled out. I find that I do not want to learn any of the languages on my character, because I dont like listening to all the other players speak out of character, so the more I can ignore, the better. However, when I am in a group with a wookiee, itd be nice to understand them without using tells or group chat. This could solve that. It would also stay true to star wars.
2.) Probe Droid: This droid should not be available to everyone, it should be an imperial faction perk that you can purchase. Also, being that it is a probe droid, it should be able to zip ahead of you to a certain set of coords you provide, or simply "scout ahead" and extend the range of your radar, or provide you with an additional radar screen for the droid.
3.) Modules/Degrees: ok, the thing with modules is kind of out of control. Basically, everyone can pick the frame they think looks the coolest, and put whatever they want on it at no real bonus or penalty. In my opinion, the droids "degree" should determine what modules are available, and at what cost. The degrees of droids from star wars canon, for those not initiated are 1st (Medic/Research), 2nd (Mechanic), 3rd (Protocol), 4th (Combat), and 5th (Labor). What I feel, is that each droid model should be assigned the proper degree, and if they have that degree, then they automatically get the base module for that degree. 1st degree droids would get a medic module, 2nd degree droids would get a repair module, etc. Now, there can be sockets for additional modules, but if it is a module that is from another degree, it costs double the normal sockets to add on. So if I had an astromech R2 unit, it would come with the basic repair module, and maybe 5 sockets, since R2 units are considered to be very versatile. If I want to add a vehicle repair module, so that I dont have to go to garages, thats 1 socket. If I want to add a medical module though, that might cost 2 sockets, because the droid isnt designed for that type of work. This would allow the droids a degree of specialization, and you would see more varied droids. I think one of the keys to this concept, is developing a few modules for each droid degree.
4.) Potential Droid Models: There are roughly 225 droid models mentioned in the star wars canon. Instead of listing them all, Ill simply list a few models from each degree, and why I think they should be included.
1st: No more needed.
2nd: Cybot Galactic F2 Explore Droid (A dog like droid), Industrial Automaton R3 Series Droid (Another astromech for design variety) ServODroid 87RM Scout Collector Unit (BioEngineers Best Friend, collects DNA samples and baby creatures)
3rd: Cybot Galactica 434-FCP Personal Chef Droid (Chef aid), Cybot Galactica MixRMaster Bartender Droid (chef aid again, or NPC bartender for Player Cities), Droxian Inc GDA-8 Gambling Droid (for more casino games in player cities) Industrial Automation 4LOM series protocol droid (to add variety from the 3P0 model)
4th: Rseikharl LE-VO series Law Enforcement Droid (Bodyguard combat droid), Baktoid Combat Automata B1 & B2Combat droid (prequel battle droid and super battle droid), Rim Securities K4 Series Droid (Blaster using droid), Sorosuub 501Z Police Droid (Another security/bodyguard type droid)
5th: Accutronics B1 Labor Droid (Mostly storage for moving things, able to be sent out on its own to go to your harvestors, empty them, and bring the goods back home)
I feel that if more models and modules were added, and the various degrees established by continuity were included, you would see much more droid specialization, more droid use, and add depth to the droid engineer profession as well as to the gameplay on SWG. The true key here is to add about 5-10 modules for each degree of the droids. I have listed some module suggestions below:
1st: Medic Module: Allows owner to heal wounds anywhere, Sugeon Module: Allows droid to heal other members wounds by your direction, weather you have medical skills or not (the droid would be comparable to a novice medic in terms of healing ability), Medical Crafting Module: allows better experimentation and perhaps slightly reduced resources, ER Module: Provides a bonus to the number of wounds the owner can heal per attempt. Stim Module: Allows a bonus to duration or amount on buffs.
2nd: Vehicle Repair Module: Allows your droid to repair your vehicle for half price at a garage, Crafting Module: Allows a crafting bonus for general items, weapons, armor, and vehicles, General Repair Module: Allows droid to repair weapons and general items, Armorer Droid: Allows droid to repair armor, Slicer Module: Allows a slicing bonus when using the droid, or allows non slicers to slice at half the proficiency of a smuggler.
3rd: Protocol Module: Allows owner or group (by direction of owner) to understand all languages, Ettiquite Module: Provides a bonus to mechants for advertising, Secretary Module: Provides a merchant bonus to efficiency. Campaign Module: Aids politicians by increasing their XP per vote. Civil Servant Module: Allows an additional specialization for a player city.
4th: Combat Module: Allows the droid to attack on command or to guard you, Weapon Mount: Allows droid to mount a ranged weapon or use a melee weapon, Armor Mount: Allows additional armor to be mounted on the droid, Advanced Targeting Module: Allows the droid to be pre-set to target a specific pool (so you both damage the same pool), Shield Module: Allows a shield generator to be mounted for additional protection or damage mitigation type effects
5th: Storage Module: Simulates the labor droid's ability to carry large loads, Surveying Module: Droid can be sent on a surveying mission for a specific element, and after a period of time, will send back coordinates and info on the element found, Foraging Module: Droid can be sent foraging or medical foraging and will come back when called or when he fills up inventory, Servant Module: Allows you access to your entire house's inventory without having to actually go to each container in your house, simulating the droid going to get it for you, Power Module: Droid is able to recharge other droids' batteries.
I really believe that if this type of approach was taken with Droid Engineer, it would truly benefit this game, and make it have a much more star wars-like feel. I would be very curious to see what you droid engineers out there think. I will be the first to admit I do NOT have a droid engineer character, or a pet droid on any server. (im a squad leader/pistoleer) But I do feel that creature handler has stolen the thunder of what droid engineer should be.
In general I feel that the whole game could use a kick in the ass back toward Star Wars Cannon instead of EverQuest with a few Star Wars elements. Droid Engineer is one of those that definitely needs to be re-evaluated, as it was quite obviously never really given much attention in the first place. There's no sense of balance or real use outside of combat for any droid, except for medical or the occasional crafting use, which every combat droid can come equipped with anyway.
Where's the attention to detail that would actually make this game worth playing?
I like these ideas as well (from a none DE point of view).
I like ideas that include non-combat uses for droids. No droids (except for a short Probot scene) did combat in the Classic trilogy. Why can't we get non-combat uses for droids in SWG?