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Thread: Proposal to change the Droid Programming system (long!)
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Jaguarrr
Fri Mar 11, 2005 3:51 am
#1
Good ideas, although I have to disagree with limited use programs. At least not in a hard number of uses. Morea decay like on weapons simulating that programs can get old and buggy.
I made a thread about something similar focused on Smugglers... some time ago. Here a cut down repost of it focusing on the programs and pilot commands that a Smuggler would use.
So I had some thoughts about what new things a Smuggler could do with his/her ship. So in basic we have to think of stuff that is out of the picture to make Smuggler the more spacelike profession that has been promised to us.
Programs. What kind of programs for a Smuggler? (Those go into Slicing)
- Boosterovercharge, faster. Faster. FASTER.
- ForgeShipID, in combination with the Transponder Libary you can rename and fake your faction.
- OverclockInterface, ever tried to put a watercoolant to your droid? (Speeds up any program and calculation)
- VirusAttack, mess with your targets shipcomputer, disable certain shipcomponents for some time. Cancel a running program.
And more about Slicing.
- ExtractShipProgram, ever wanted to reuse that program in your old droid? Try to get it out there
- SliceProgram, time is essence and the space in your droids harddrive, too. Reduce the size and speed up the code a bit. But beware, it may get a bit buggy. (General Protection Fault by reactoroverload3.dll, cant execute coolant.exe "Uh. Oh...")
Pilot Commands for the Smuggler
- Emergency Jump, override the the calculating protocols for the jump, but forge a huge mass in 20km distance in front of the ship so that you fall out of Hyperspace shortly after entering it. This might damage your hyperdrive and other components.
SpinningCloud
Fri Mar 11, 2005 7:39 am
#2
Pretty much all works for me. 
I hate decay but understand it's need.
The slicing of programs outside your own faction I love but then I'm an unloved Smuggler.
psikobunny
Fri Mar 11, 2005 1:24 pm
#3
We all know there are great flaws and potential in JtL's Droid Program system. I am posting this to share my thoughts about solutions and changes that would make the system more dynamic and balanced for everyone. There are known bugs with given programs, and this proposal will assume that they are fixed and balanced. I will break things out into 4 areas a summary, and 3 sections relating to each profession I see involved in the new system.
Section 1- Summary
There are a lot of posts about how Droid programs are "buffs in space" and how certain highly desirable combinations make many programs useless, to the point that one entire tree (Rebel) goes mostly ignored by all JtL players. There are unhealthy synergies between cross faction programs, and they create very powerful modes. The system should have checks and balances to make these synergies less common, and less permanent. There are also numerous economic issues when it comes to the use of droids, chips, and flight computers in the swg economy.
Solutions:
-lock out simple trading of cross faction programs
-implement checks on program levels, so that High end programs can't be used by low skill pilots
-implement durations on overload programs, so that they need to be used repeatedly in the course of a long flight session
-implement degradation of Ready Chip programs, so that they need to be replaced after so many uses
-implement a slicing system, so that a pilot needs to obtain non aligned programs that have been "hacked" to allow use in his ship's systems"
-implement quality and experimentation into Flight Computers, Unprogrammed Chips, and Droid Data Modules, so that competition and the resource game is stimulated amongst DEs and pilots are encouraged to find the best gear.
-revise all Programming trees so that programs are beneficial and balanced, with adequate and expected tradeoffs.
-implement a Programming skill mod into the Pilot tree, so that better pilots can burn improve program quality also, and create further economic diversity.
-lock out simple trading of cross faction programs
-implement checks on program levels, so that High end programs can't be used by low skill pilots
-implement durations on overload programs, so that they need to be used repeatedly in the course of a long flight session
-implement degradation of Ready Chip programs, so that they need to be replaced after so many uses
-implement a slicing system, so that a pilot needs to obtain non aligned programs that have been "hacked" to allow use in his ship's systems"
-implement quality and experimentation into Flight Computers, Unprogrammed Chips, and Droid Data Modules, so that competition and the resource game is stimulated amongst DEs and pilots are encouraged to find the best gear.
-revise all Programming trees so that programs are beneficial and balanced, with adequate and expected tradeoffs.
-implement a Programming skill mod into the Pilot tree, so that better pilots can burn improve program quality also, and create further economic diversity.
Each area of these solutions will be discussed in detail below, in sections for Pilots, Smugglers, and Droid Engineers. Each profession will end up contributing to the new process, and several underlying issues of Space Combat will be changed, hopefully for the better. This is just my ideas for a system change, I fully realize it's not very likely to happen soon, and there are lots of issues in the game more important. I know all that, but I am sharing it with the community to get feedback, and possibly come up with something that can be shown to Development. I have posted invitations to all the Professions I detail here as well as Shipwrights since they could be affected too, and hope they all come to discuss and help me improve. Please try not to turn this thread into a mammoth quote fest, where you take my post and comment line by line. Quote relevant sections and comment, but try not to get bogged in minutae.
Section 2- Pilots
In JtL beta I was shocked to learn programs would be freely traded. I said all along that the system should be locked and and gated, with Smugglers having the ability to create Black Market versions for use by non aligned pilots. It makes a lot of sense, and would help curb the almost standard RO3/EO3/WO3/CO3 loadouts we see in most ships. I realize it takes a lot away from Pilots to lock the system down, but please try to see it in terms of game health. Of course, its contingent on making each tree useful in it's own right, so that a pilot who doesn't choose to try to go through the gates, has good choices within his own profession. Here are my thoughts on changes to the different trees, then I'll post a few details on the Programming Skill mod I mentioned above.
Rebel-
This tree needs the most help. I propose giving taking Cap to Shield Shunt from Freelance and giving it to the Rebels. Its the best shield program out there, and its not even a Rebel program. Changes need to be made to improve the Tactical uses of the Shield Adjusts, and the tier4 "new" program ought to be cut altogether, if the Rebels get CtSS. I'd like to see a few new ideas for shield programs, but most people will immediately flock to post "Shield Overcharge 1-4" when we all know that could be really unbalancing even in a galaxy where overloads don't last forever.
This tree needs the most help. I propose giving taking Cap to Shield Shunt from Freelance and giving it to the Rebels. Its the best shield program out there, and its not even a Rebel program. Changes need to be made to improve the Tactical uses of the Shield Adjusts, and the tier4 "new" program ought to be cut altogether, if the Rebels get CtSS. I'd like to see a few new ideas for shield programs, but most people will immediately flock to post "Shield Overcharge 1-4" when we all know that could be really unbalancing even in a galaxy where overloads don't last forever.
Neutral-
This tree is in OK shape, but I didn't advocate taking away your CtSS without an idea of my own to replace it. I would like to see a new program, Retrothrust 1-4. Using it would require varying amounts of Booster Energy, and would send your ship screaming backwards for short distances, no matter how fast you were going forward. I'd also like to see Pirate Trap replaced with Crazy Ivan, a move that would vent thrust sideways, and spin your ship so its pointed backwards. Think of the kooky dogfight potential in those ideas, and post what you think. I would also be interested to see the epulse ability modified to hit a ship and have a chance to reset the power systems (negate the droid programs- see the DE section below)
This tree is in OK shape, but I didn't advocate taking away your CtSS without an idea of my own to replace it. I would like to see a new program, Retrothrust 1-4. Using it would require varying amounts of Booster Energy, and would send your ship screaming backwards for short distances, no matter how fast you were going forward. I'd also like to see Pirate Trap replaced with Crazy Ivan, a move that would vent thrust sideways, and spin your ship so its pointed backwards. Think of the kooky dogfight potential in those ideas, and post what you think. I would also be interested to see the epulse ability modified to hit a ship and have a chance to reset the power systems (negate the droid programs- see the DE section below)
Imperial-
probably the tree that needs the least outright help, but I would love to see useful versions of the Tuning programs. Something that people would actually use.
probably the tree that needs the least outright help, but I would love to see useful versions of the Tuning programs. Something that people would actually use.
Programming Skill-
This mod would control your abilty to code good copies of your software onto Unprogrammed modules. The better a pilot, the better your understanding of the code, and the better the final product. basically a bonus to the number of uses, or the duration of each "charge" or even the final data size of the program. It would encourage burning of low level programs by higher pilots for lower pilots, so that a rookie could fit more programs into his smaller computer.
This mod would control your abilty to code good copies of your software onto Unprogrammed modules. The better a pilot, the better your understanding of the code, and the better the final product. basically a bonus to the number of uses, or the duration of each "charge" or even the final data size of the program. It would encourage burning of low level programs by higher pilots for lower pilots, so that a rookie could fit more programs into his smaller computer.
Section 3- Smugglers
I love you guys. I was as disappointed as some of you when you got no love in JtL. I think you guys should be the creators and purveyors of Black Market Software. Your abilities to Slice could effect Ready chips in several ways. I would limit the level of program you could slice based on your skill, as well as the cross factional usage. Freelance programs and computers should be pretty easy to transfer to and from, but slicing an Imperial Program for use by a Rebel, and vice versa, that should take more skill. Also your abilities could improve the Fidelity of the program (number of uses) or the Data size. My best Smuggler friend and I took the concept in our teeth a little once, and thought up a lot more uses for programs, and sliced programs, but I'm not here to help you guys come up with ideas for your mythical revamp (/hug, /comfort). Please comment on what you think of this idea.
Section 4- Droid Engineers
I am DE
I was incredibly excited to be in the JtL beta, and get a firsthand look at our "love" and like many of you it fell short. In concept it was a great idea. In practice, its a bit of a flop. Every flight computer, Data Module, Unprogrammed Chip is the same. No matter how good a DE I am, it doesnt effect the outcome a whit.I never even bothered ramping up my business for JtL, except to make what my friends and guild needed. Here are some ideas I think would improve our lot, and give us a chance to add to the process.
Flight Comps and Data Modules-
I think these schematics ought to be combined, and revamped. Construction of either, at any level should be identical, with a simple checker added into the crafting process (like Architect gardens, or clothing colors) to dictate whether the final product is an FC or a module. I would also love to see our experimental lines mean something again. Instead of the arcane Module Rating, list the number of blocks the module has. Allow the system of levels to have a base value, and a maximum, so that the quality of our work/resource matters, even if its only the potential to add 25-50 blocks per level of computer. The second Experimental line for Durability, could effect a shielding capacity for the unit. Above I suggested that a Privateer epulse should have a shot to deactivate droid programs, and I think a well made unit would be good at shielding from this sort of attack.
I think these schematics ought to be combined, and revamped. Construction of either, at any level should be identical, with a simple checker added into the crafting process (like Architect gardens, or clothing colors) to dictate whether the final product is an FC or a module. I would also love to see our experimental lines mean something again. Instead of the arcane Module Rating, list the number of blocks the module has. Allow the system of levels to have a base value, and a maximum, so that the quality of our work/resource matters, even if its only the potential to add 25-50 blocks per level of computer. The second Experimental line for Durability, could effect a shielding capacity for the unit. Above I suggested that a Privateer epulse should have a shot to deactivate droid programs, and I think a well made unit would be good at shielding from this sort of attack.
Droid Brains-
As it stands the Droid interface of the ship is the sole arbiter of the command speed. If it became a 2 part system where either the quality of the FC/Module or the droid brain of the droid, worked with the speed of the DI, I would be a happy crafter indeed.
As it stands the Droid interface of the ship is the sole arbiter of the command speed. If it became a 2 part system where either the quality of the FC/Module or the droid brain of the droid, worked with the speed of the DI, I would be a happy crafter indeed.
Unprogrammed modules-
Since blanks are sold in bulk, and often to resellers who burn programs into them and get a significant markup, I would like to see two lines of experimentation added to these as well. Fidelity (see Smuggler) and Quality. The Quality would affect things like the Pilot's chance to burn the program well, and the Smuggler's chance to slice. The concept of making traded programs burn out after so many uses already improves the market potential immensely, but I would like to see Quality count.
Since blanks are sold in bulk, and often to resellers who burn programs into them and get a significant markup, I would like to see two lines of experimentation added to these as well. Fidelity (see Smuggler) and Quality. The Quality would affect things like the Pilot's chance to burn the program well, and the Smuggler's chance to slice. The concept of making traded programs burn out after so many uses already improves the market potential immensely, but I would like to see Quality count.
Conclusion-
I see creating the Pilot/Smuggler/DE dynamic crafting/slicing process as a more than adequate replacement for the "free trade nerf" that I propose. Buying and selling for JtL has become moribund when it comes to programs. Flying overloaded is synonymous with buffing, and its a big step toward making PvE somewhat mindless and boring. Ship Part Balancing is a complex system to learn, but the current program system dummys it up a lot, and while I don't object to it being simpler in some ways, I think "overload-itis" has overdone things.
I see creating the Pilot/Smuggler/DE dynamic crafting/slicing process as a more than adequate replacement for the "free trade nerf" that I propose. Buying and selling for JtL has become moribund when it comes to programs. Flying overloaded is synonymous with buffing, and its a big step toward making PvE somewhat mindless and boring. Ship Part Balancing is a complex system to learn, but the current program system dummys it up a lot, and while I don't object to it being simpler in some ways, I think "overload-itis" has overdone things.
Narrganocca
Sat Mar 12, 2005 1:00 am
#5
Great post psikobunny. Your ideas are a credit to the pilot proffession. I like your whole post, and will probably add a few ideas of my own, especially to the benefit of Smugglers. I am BH on the ground, so I do not lack for content, I do feel really bad for those who go Smuggler tho becuase there is no real need for that proffession in this game
psikobunny
Tue Mar 29, 2005 5:41 pm
#6
This needs a bump, it got buried when I posted on the same weekend they posted the Smuggler In concept stuff. 
constructive commentary is welcome.
Starson
Tue Mar 29, 2005 6:27 pm
#7
I don't use droid programs, don't need 'em. I have spent a lot of time outfitt'n my A-wing, and will not use an 'emergency' droid program unless it really is a emergency. I just can't abide damage to my systems I have worked so hard to aquire.
Wrrench
Tue Mar 29, 2005 8:30 pm
#8
You do understand that 75% of the programs that "damage" your parts, dont do permanent damage if you perform maintenance? Even then, Aces can pass through Deep space for a free fix if they use programs that do more than 10pts of dmg, but Levels 1-3 do less than 10pts, and can be fixed decay free at any 100% starport.
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