Droid Engineer Archive
Thread: Adv R3 droids
I'm a Master Artisan and I want a top of the line droid with the works but I don't have all the info.
1.) Does a Surgical mod do everything a Medical mod does; would having both be redundant? I want this stuff in case I gravitate further into the medical feilds.
2.) I want the capability of experimenting on any type of crafting machine. Do the Surgical or Medical modules function as Food/Chem CSs too? Does each CS have to be added individually? I want Gen/Waepon/Droid CS, Food/Chem CS, Structure/Furniture CS, and Clothing/Armor CS
3.) I want a Repair mod--no questions about it really.
4.) What do personality mods do for an R3?
5.) I don't plan to use this droid for tanking but I'd like it to be able to in a pinch. I don't understand droid armor at all.
6.) what's the biggest storage module?
7.) Will all this stuff fit in an R3?
Feel free to design my fantasy droid for me--quote a general price range if you like.
2) Food/Chem Crafting is definitely a different module than Medical. The last I heard you were not able to have multiple crafting modules in a droid. If you placed multiple crafting stations in a droid they would break.
3) Easy enough.
4) I don't believe R3's can use personality chips any longer.
5) You can't really make your R3 unit tank for you, I don't believe. It has no weapons and so can't attack to draw and maintain aggro. That said you should still armor it. Armor takes up a Defensive Droid Module (DDM) slot. You can't put any module into a DDM except armor, so you don't sacrifice anything (other than credits) by getting armor, and while you can't really use your droid to tank it is possible for it to be attacked on occasion.
6) Storage VI will hold 10 items.
7) An Advanced R3 will hold 6 modules without exploiting. That gives you a Weapon Crafting, Food Crafting, Structural Crafting, Clothing Crafting, Storage VI, and a Repair Module. It also has 2 DDM's I believe. Of course all those crafting stations will keep one another from working currently, so that's a problem, but its a bug in the game and not true limitation of the droid.
As for a price range, depends on your server but be prepared for it to be steep. You need 2 Advanced Droid Brains from a factory crate. Each Advanced Droid Brains require 4 GP Modules and 4 Electronic Memory modules from identical factory crates and you need to be an MDE to make it. Considering some people have been charging 50k for a fully loaded R2 you are probably looking at the 75k range.
On Starsider I've only seen one Advanced R3 running around and that's my own.
That said, if you actually are on Starsider drop me a line and I'll see if I can't hook you up.
I dunno about droids that use clusters, but I just made an advanced R4 droid with 2 crafting modules and a item storage module and that bugger only seemed to have the first crafting module installed working...
Last surgical droid I made didn't do anything different or better than a comparable MSE droid according to a test medic after 3 days.
Only talking droids which are currently useless more or less talk and use personality chips.
Highest storage is 10 spaces.
Droid shouldn't get attacked unless it attacks or a player attacks it as of my last experience. Non-combat droids recently haven't been attacked when enemy is bleeding for example.
Okay, so I'm limited to six modules is what you're saying.
So, I can have:
1.) Repair module
2.) Medical Module
3.) General/Weapon/Droid CS
4.) Food /Chem CS
5.) Clothing/Armor CS
6.) Furniture/Structure CS
(No room for Storage Module I guess)
Is that correct?
If there is no surgical module, could I get and R3 surgical droid and still have room for 6 modules? I'm still not clear on the whole SDurgical-medical thing.
Also, how many DDM slots are there and what, other than armor, can go in them? Can you put two armor mods in to get extra protection or what?
Medical modules allow medics to use their skills outside of homes, camps and medical centers. The modules give the droid a "medical capability rating" which indicates how effective the medic's healing will be when using the droid out in the field. The rating ranges from 35 for the Level 1 module to 95 for the Level 6 module. I think what this suggests is that a medic working outdoors with a droid will never be quite as effective as he would be in a medical center. At most, he'd be 95% as effective, if his droid had a level 6 module.
To be honest, we're not entirely sure what surgical droids are supposed to be able to do, but right now they don't do it. They're supposed to heal wounds, but it's not clear whether they do it automatically, for anyone, or if they require the user to be a medic, or if, like the medical modules, they merely enhance the user's own abilities. The descriptions we've gotten so far are kind of vague.
something worth noting.. if you put 2 x level 4 item stores into a droid, you get 10 slots. I think 10 is probably a cap.
Ramdor.