Pilot Archive
Thread: A Comprehensive Droid Routine Breakdown
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droid327
Thu Dec 09, 2004 12:19 am
#1
OK well since there isnt a comprehensive listing that I could find anywhere, why dont I start one here and post what I have, and I'll fill it in with any new info that any of you have if anyone gives me any feedback or cares =) Its all preliminary right now, so please post corrections and I'll edit them in.
Droid routines will not show any differences in numbers displayed on your ship layout in-flight, except for damage incurred by overload commands. Certain pilot commands such as /eshields, /ethrust and /epump will also reset all systems to default upon completion, as will landing planetside, repairing, and dying. Hyperspacing will not reset your ship, however.
Astromech/Flight Computer Data Storage and Speed (provided by SciguyCO)
Level 1: 20 capacity
Level 2: 40 capacity
Level 3: 70 capacity
Level 4: 110 capacity
Level 5: 125 capacity
Level 6: 150 capacity
Most droid commands, unless otherwise stated, will execute in (Interface Speed * Level of Command) seconds. That is, with a 15.0 speed interface, level 1 commands take 15 secs, level 3 take 45, level 4 take a minute. Overload routines of all levels were tested to take (Interface Speed * 5) seconds, either by bug or design. Droid commands will not "wear out" over time like ground-side buffs, but last until reset by a pilot command, death, landing on a planet, or being overridden by another droid command.
Mute Droid
Data Size: 5
Keeps your droid from making random noises
Data Size: 5
Keeps your droid from making random noises
REBEL ROUTINES
Shield Normalization
Data Size: 5
Redistributes shields to 100%/100% of normal hitpoints and regeneration rate
Data Size: 5
Redistributes shields to 100%/100% of normal hitpoints and regeneration rate
Shield Front/Rear Adjustment (update by Loki_Ashaman)
Light
Data Size: 5
Redistributes shields to 120%/80% of normal hitpoints and regeneration rate
Moderate
Data Size: 10
Redistributes shields to 150%/50% of normal hitpoints and regeneration rate
Heavy
Data Size: 20
Redistributes shields to 175%/25% of normal hitpoints and regeneration rate
Extreme
Data Size: 25
Redistributes shields to 190%/10% of normal hitpoints and regeneration rate
Light
Data Size: 5
Redistributes shields to 120%/80% of normal hitpoints and regeneration rate
Moderate
Data Size: 10
Redistributes shields to 150%/50% of normal hitpoints and regeneration rate
Heavy
Data Size: 20
Redistributes shields to 175%/25% of normal hitpoints and regeneration rate
Extreme
Data Size: 25
Redistributes shields to 190%/10% of normal hitpoints and regeneration rate
Shield Front/Rear Reinforcement
Note: if there is less damage to the recipient shield bank than is being transferred in, the remainder is lost; that is, if you're sending 250 points from front to rear shields but only 100 points of rear shield damage have been incurred, the front shields will still lose 250 points.
Light
Data Size: 5
Redistributes 25% of existing power from one shield bank to the other
Moderate
Data Size: 10
Redistributes 50% of existing power from one shield bank to the other
Heavy
Data Size: 20
Redistributes 75% of existing power from one shield bank to the other
Extreme
Data Size: 25
Redistributes 100% of existing power from one shield bank to the other
Note: if there is less damage to the recipient shield bank than is being transferred in, the remainder is lost; that is, if you're sending 250 points from front to rear shields but only 100 points of rear shield damage have been incurred, the front shields will still lose 250 points.
Light
Data Size: 5
Redistributes 25% of existing power from one shield bank to the other
Moderate
Data Size: 10
Redistributes 50% of existing power from one shield bank to the other
Heavy
Data Size: 20
Redistributes 75% of existing power from one shield bank to the other
Extreme
Data Size: 25
Redistributes 100% of existing power from one shield bank to the other
Emergency Shields (provided by Atanmir)
All the surplus energy is lost. Command time is 3*droid interface command speed.
All the surplus energy is lost. Command time is 3*droid interface command speed.
Front
Data Size: 35
Redistributes 75% of existing power from back shield bank to front and 75% of remaining capacitor energy to front shield.
Rear
Data Size: 35
Redistributes 75% of existing power from front shield bank to back and 75% of remaining capacitor energy to back shield.
PRIVATEER ROUTINES
Reactor Stabilization
Data Size: 5
Resets reactor to default settings
Data Size: 5
Resets reactor to default settings
Reactor Overload - (provided by Kitten_Starsider) testing was done for RO3 and 4, 1 and 2 are just projected based on those values, and some testing still needs to be done for those to confirm
Level One
Data Size: 5
Increases reactor output by 15%; incurs damage on the reactor
Level Two
Data Size: 10
Increases reactor output by 30%; incurs damage on the reactor
Level Three
Data Size: 20
Increases reactor output by 60%; incurs damage on the reactor
Level Four
Data Size: 25
Level One
Data Size: 5
Increases reactor output by 15%; incurs damage on the reactor
Level Two
Data Size: 10
Increases reactor output by 30%; incurs damage on the reactor
Level Three
Data Size: 20
Increases reactor output by 60%; incurs damage on the reactor
Level Four
Data Size: 25
Increases reactor output by 90%; incurs 30 damage on the reactor, which will cause decay
Capacitor Overload (provided by Coreena)
Level One
Data Size: 5
Maximum energy increased 25%, recharge rate increased 50%, incurs 2 damage
Level Two
Data Size: 10
Maximum energy increased 50%, recharge rate increased 100%, incurs 4 damage
Level Three
Data Size: 20
Maximum energy increased 75%, recharge rate increased 200%, incurs 8 damage
Level Four
Data Size: 25
Maximum energy increased 100%, recharge rate increased 300%, incurs 16 damage, which will induce decay
Level One
Data Size: 5
Maximum energy increased 25%, recharge rate increased 50%, incurs 2 damage
Level Two
Data Size: 10
Maximum energy increased 50%, recharge rate increased 100%, incurs 4 damage
Level Three
Data Size: 20
Maximum energy increased 75%, recharge rate increased 200%, incurs 8 damage
Level Four
Data Size: 25
Maximum energy increased 100%, recharge rate increased 300%, incurs 16 damage, which will induce decay
Capacitor to Shield Shunt (inferred from data provided by Loki_Ashaman)
Level One
Data Size: 5
Converts 25% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
Level Two
Data Size: 10
Converts 50% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
Level Three
Data Size: 20
Converts 75% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
Level Four
Data Size: 25
Converts 100% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
IMPERIAL ROUTINES
Weapons Normalization
Data Size: 5
Resets weapons to default settings
Data Size: 5
Resets weapons to default settings
Weapons Overload (numbers update from Imaridril)
Level One
Data Size: 5
Increases weapon damage by 50% and energy per shot and reactor drain by 43% (n/.7); incurs damage on all weapons
Level Two
Data Size: 10
Increases weapon damage by 100% and energy per shot and reactor drain by 100% (n/.5); incurs damage on all weapons
Level Three *currently understood to be bugged*
Data Size: 20
Increases weapon damage by 150% and energy per shot and reactor drain by 333% (n/.3); incurs damage on all weapons
Level Four
Data Size: 25
Increases weapon damage by 200% and energy per shot and reactor drain by 1000% (n/.1); incurs damage on all weapons, and may induce decay, needs confirmation
Level One
Data Size: 5
Increases weapon damage by 50% and energy per shot and reactor drain by 43% (n/.7); incurs damage on all weapons
Level Two
Data Size: 10
Increases weapon damage by 100% and energy per shot and reactor drain by 100% (n/.5); incurs damage on all weapons
Level Three *currently understood to be bugged*
Data Size: 20
Increases weapon damage by 150% and energy per shot and reactor drain by 333% (n/.3); incurs damage on all weapons
Level Four
Data Size: 25
Increases weapon damage by 200% and energy per shot and reactor drain by 1000% (n/.1); incurs damage on all weapons, and may induce decay, needs confirmation
Engine Overload
Level One
Data Size: 5
Increases maximum speed and turning rates by 10% and reactor drain by 43% (n/.7); incurs damage
Level Two
Data Size: 10
Increases maximum speed and turning rates by 20% and reactor drain by 100% (n/.5); incurs damage
Level Three
Data Size: 20
Increases maximum speed and turning rates by 30% and reactor drain by 333% (n/.3); incurs damage
Level Four
Data Size: 25
Increases maximum speed and turning rates by 40% and reactor drain by 1000% (n/.1); incurs damage that will induce decay
Level One
Data Size: 5
Increases maximum speed and turning rates by 10% and reactor drain by 43% (n/.7); incurs damage
Level Two
Data Size: 10
Increases maximum speed and turning rates by 20% and reactor drain by 100% (n/.5); incurs damage
Level Three
Data Size: 20
Increases maximum speed and turning rates by 30% and reactor drain by 333% (n/.3); incurs damage
Level Four
Data Size: 25
Increases maximum speed and turning rates by 40% and reactor drain by 1000% (n/.1); incurs damage that will induce decay
Weapons Tuning (numbers are mostly inference and guessing at this time, data from testing def. needed)
Level One
Data Size: 5
Decreases damage and capacitor use by 10%, reactor drain by 30% (n*.7)
Level Two
Data Size: 10
Decreases damage and capacitor use by 20%, reactor drain by 50% (n*.5)
Level Three
Data Size: 20
Decreases damage and capacitor use by 30%, reactor drain by 70% (n*.3)
Level Four
Data Size: 25
Decreases damage and capacitor use by 40%, reactor drain by 90% (n*.1)
Engine Tuning (same deal here, mostly just guessing)
Level One
Data Size: 5
Decreases max speed and turning rates by 10%, reactor drain by 30% (n*.7)
Level Two
Data Size: 10
Decreases max speed and turning rates by 20%, reactor drain by 50% (n*.5)
Level Three
Data Size: 20
Decreases max speed and turning rates by 30%, reactor drain by 70% (n*.3)
Level Four
Data Size: 25
Decreases max speed and turning rates by 40%, reactor drain by 90% (n*.1)
Updated RO3 and 4 based on new tests; values for EO were confirmed. Continuing to update as more numbers and test results are being shared. Are the data sizes accurate for all the levels? Is it 5-10-20-40? 5-10-20-25? Or is it different for different programs? Thanks for everyones input!
Message Edited by droid327 on 04-09-2005 04:09 AM
Message Edited by droid327 on 06-19-2005 08:24 PM
Baelin_Radiant
Thu Dec 09, 2004 3:22 am
#3
This should get stickied, or at least added as a linked post to the FAQ. You might want to send a PM to _Smoke_.
hamhamthe3rd
Thu Dec 09, 2004 3:39 am
#4
maybe i should shut up but umm weapon overload 3 does not work like that and yes im aware of what the description says. basically weapon overload 3 has been working like the new program the neutrals have. it doesnt totally work like the neutrals program but it gives less drain to your capacitor and thats all you need. but please, shh and dont tell anybodythen againmaybe everyone knows.
FantasticPlastic
Thu Dec 09, 2004 3:43 am
#5
hamhamthe3rd wrote:maybe i should shut up but umm weapon overload 3 does not work like that and yes im aware of what the description says. basically weapon overload 3 has been working like the new program the neutrals have. it doesnt totally work like the neutrals program but it gives less drain to your capacitor and thats all you need. but please, shh and dont tell anybody then again maybe everyone knows.
I've had the same experience. It probably *is* a bug and if they "fix" it, I'll switch around the programs I use, but currently with Weapon Overload 3 running I am not able to drain even a mediocre capacitor no matter how constantly I fire. It reduces the capacitor cost by half.
O.
Noghrilover
Thu Dec 09, 2004 10:50 am
#7
I don't think I have gotten my Reactor Overload to work correctly, or maybe I am missing something. But, I used reactor overload 2, landed, and rechecked my generation rate, but it was the same. Does it not actually increase the rate, but increase certain functions of your ship? Such as: speed, capacitor energy, etc., while you're flying?
Nerfherders
Thu Dec 09, 2004 11:06 am
#8
I'm wondering what the maximum data size is in our droids/flight comps? Can we fit all the programs in there right now without problems?
SheenaBrelya
Thu Dec 09, 2004 11:18 am
#9
I do not believe there are *any* programs that require only 1 space of storage - not since 11.4. If you currently have some that do, removing and reloading will change them to the *new* size of 5.
All droid programs work 'in space' only. While those who use them understand this, new pilots do not. You can not always 'see' what the programs is doing, which makes some testing difficult. Landing, ejecting, and being blown upwill all removel any program effects, and many have been known to 'wear off' in-flight.
Loki_Ashaman
Thu Dec 09, 2004 11:50 am
#10
Yeah, weapon overload 3 seems broke... reduced capacitor drain instead of increasing it...
The Capacitor to Shield Shunt is a quick shields repair. Not exact on the numbers, but CtSS 3 appears to drain about 3/4s of the current energy in my capacitor, and converts it to shield hitpoints (don't have numbers, sorry). This is not a permenent setting, just a one-hit heal - your capacitor will recharge as normal. Very nice when something is blasting through your shields, or to speed up getting back into a fight. It also has a FAST droid command speed, so you can hit it again fairly soon.
Definately staying in my computer.
sciguyCO
Thu Dec 09, 2004 12:21 pm
#11
You forgot "Weapon Tuning" and "Engine Tuning" for Imps: reduce power requirement (capacitor use for weapons,I think), reduce effectiveness. I have a hunch that the Tuning 3 and Overload 3 programs may have swapped functions. Has increased damage with Weapon Overload 3 actually been tested? I certainly see reduced capacitor usage when it's active.
Oh, and program capacity is determined by the level of your flight computer or astromech.
Level 1: 20 capacity
Level 2: 40 capacity
Level 3: 70 capacity
Level 4: 110 capacity
Level 5: 125 capacity
Level 6: 150 capacity
Message Edited by sciguyCO on 12-09-2004 12:24 PM
FantasticPlastic
Thu Dec 09, 2004 12:35 pm
#12
Noghrilover wrote:I don't think I have gotten my Reactor Overload to work correctly, or maybe I am missing something. But, I used reactor overload 2, landed, and rechecked my generation rate, but it was the same. Does it not actually increase the rate, but increase certain functions of your ship? Such as: speed, capacitor energy, etc., while you're flying?
It only works while you're in space. When you land it's reset to the way it was before.
I don't know specific numbers, but very simply, if you have components that draw 16,000 units of power and your reactor generates 15,000 units, you'll see the reactor numbers in the red when you Manage your ship.
You can launch into space and one or some of your components will be disabled--your countermeasure, an ordnance or two, possibly more.
Then run Reactor Overload, and your reactor will be generating now 16,000 or more units of power, and all your systems will come back online.
It's something you need to run each time you launch, though.
O.
Challen
Thu Dec 09, 2004 1:39 pm
#13
Thanks for the summary of the commands. Very nicely laid out too.
Message Edited by Challen on 12-14-2004 01:16 PM
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