Greetings and welcome. Droid Engineering 101 is a guide for anyone searching for information on how to use a droid, what different functions a droid can have, and the ends and outs of droid crafting. I've broken up this guide into different sections, for ease of reading and navigation.
Sections 1 - 5 are geared towards the Droid user and list the many different options that can be installed on a droid, the commands and how to program them, and general droid information.
Section 6 lists a few FAQs and offers a number of helpful and important Links on the Droid Engineer forum.
Sections 7 - 13 are geared towards the Droid Engineer and list how to set up a crafting macro, what to look for in resources, what effect experimentation has, how everything stacks up, general droid crafting information, stocking, and pricing suggestions.
Special thanks go out to the following people for fighting the good fight and providing the Droid Engineer community with a plethora of knowledgeable guides and insights. This guide is an accumulation of all many different works.
Sintrosi
TheRealTK421
Gorantoth
Sketh
Ackis
JediYak
Straker_Atrella
Jenden
JavelinCatcher
Morturr
SinJenRandall
OrionsByte
Wirebiter
Everyone else out there who has taken an active role in this great profession
'Why should I own a droid?' once was a typical question that anyone would ask of a Droid Engineer. As the game has progressed, more and more people have realized how important the use of a droid really is. Droids now have an arm in everything from combat to structure maintenance, harvesting to healing, and crafting to storage. You can find a droid out on the battlefield or in the cantina assisting their owner with many different tasks. As JTL approaches, we are told that droids will have an important function in space and that at some point in time afterwards higher level combat droids will be rolling out as well.
In this section, I will go over the basic droid commands, how to program a droid, and how tos and what nots of different droid modules.
Part 1 - Commands List
Unlike creatures, programming a droid can be done by anyone. All you have to do is call out the droid from your datapad and choose the Program option from the radial. The following is a list of commands and the default listed command that is associated with it.
Follow Me follow Follow Other chase Stay stay Befriend friend Get in Column Formation column formation Get in Wedge Formation wedge formation Patrol patrol Get Patrol Point get patrol point Clear Patrol Point clear patrol point Group group Store release Guard* guard Attack* attack Use Ranged Attack** (Unknown) Currently MIA Transfer*** transfer No longer programmable Repair Other Droid $ (Unknown) Recharge Other Droid % (Unknown)
* Combat capable droids only **Combat capable R-units only *** Cannot be reprogrammed $ Repair module equipped droid only. Lists as 'Do Trick Two' in the datapad % Power Droid only. Lists as 'Do Trick One' in the datapad.
Most of the commands explain themselves, but I'll run through some of the commands with you.
Follow Other - Targeted command that makes your droid follow the designated target as long as they do not take a shuttle or log out of client. Once used by many Master Droid Engineers as a form of CH griefing.
Befriend - Allows the target to issue limited commands to the droid.
Get in Column/Wedge Formation - Not very useful, due to only CHs are able to call multiple pets/droids/perks. Can be issued so that the Droid does not 'sit' on top of your toon.
Get Patrol Point - Allows a droid to store up to 10 patrol points, but only while the droid is present. If the droid is stored, you will need to re-program the patrol points. Patrol points can be up to 50 meters apart.
Clear Patrol Points - Clears all stored patrol points on a droid.
Guard - Causes combat capable droids to guard a specific target, including yourself.
Use Ranged Attack - Toggles Ranged attack ON in some droid units. *Known Issue* Currently missing
Part 2 - Programming Commands
In order to program your droid, first open the droid's radial menu and chose the command that you wish to program. When you have selected the command, a "?" will appear over the droid's head and in Spatial Chat. The command can be made either in Spatial or by using the /tellpet command. A command can be up to a total of 30 characters in length and can consist of letters, characters, and spaces. Commands are case sensitive according to how you originally typed the command. Once a proper command is issued, the droid will respond with a "!" over its head and in Spatial Chat. You can then verify that the command was issued properly by checking in the datapad under the List Commands menu in the radial.
Part 3 - Programming a Name
In order to program your droid, first open the droid's radial menu and choose the command that you wish to program. The only difference is that you will add the name of the droid at the beginning of each command along with a space in between the name and the command that you wish to program. You will need to program 4 different commands, each time using the same name, spelled the exact same way.
A droid name can only consist of characters that are usable in Character name generation. ( IE A through Z - ' ) At this time, numbers and other characters can not be included in the name of your droid. Key words such as Jedi, Rebel, and Medic aren't allowed by the name filter, along with a list of other words that cannot be used during character generation. A name can be 28 letters in length, with a 1 letter long command. If done correctly, on the fourth command the droid will respond with (DroidsNameHere) ? in both Spatial and above its head.
It is suggested that you reprogram the commands used while naming the droid so that you don't have to type out the full command, name included.
Part 4 - Something’s not working...
There are a number of known issues with commands and naming. I'll try to hit upon some of the frequently run into issues
Q. Why can't I name my Surgical Droid, Protocol Droid, or LE Repair Droid? A. This is a known issue. None of these three droids can be named at this time, due to how they are programmed (Converse style.)
Q. Why isn't my droid learning its name? A. This could be for a couple of reasons. It could be that you are trying to use characters that will not make it through the name filter such as numbers or part of the name is being filtered such as bad language and reserved words such as Jedi, Luke, Chewbacca. Also make sure that you are spelling the name exactly the same all 4 times. Be sure to make sure that the droid is also powered. A droid with *Low Power* will not respond to commands.
Q. Why won't my droid respond to a command? A. Make sure that you are giving the command exactly as you did when it was programmed. Remember that capitalization makes a difference. Also make sure that the droid is charged. A *Low Power* droid will normally not respond to any commands.
The following is a complete list of all current droid types and the modules that can be installed in them.
Part 1 - Droid Types
There are currently 13 different types of droids in the game that can accept modules. Seeker Droids, Arakyd Probe Droids, and Interplanetary Survey Droids are multi-use items. All of the standard 13 different types of droids are broken down into your basic model and your Advanced model. Each droid model has a certain number of droid modules that can be installed. The following is a list of each droid model. The listing includes the basic and Advanced number of modules that can be installed, the number of armor modules that can be installed - if any - and whether or not the model can except a Personality Chip. The maximum HAM value is listed for all combat droids.
Binary Load Lifter or BLL The Advanced BLL has room for 3 non-combat modules and up to 3 armor modules. The Basic BLL only has room for 1 armor module and 0 non-combat modules, at this time.
DZ70 Max HAM 3200 The Basic DZ70 has room for 1 module and 0 armor. The Advanced DZ70 has room for 2 modules and 1 armor module. Both models are combat ready, however at least 1 combat module is required to produce more than 1 point of damage per attack. The Max damage range for a basic model is 112 - 118 and 129 - 136 for the Advanced model.
LE Repair Droid Max HAM 6000 The Basic LE Repair Droid has room for 2 modules and 1 armor module. The Advanced version has room for 3 modules and 1 armor module. A Personality chip can be installed on this droid. The Max damage of the basic model is 61 - 75, while the Max damage for the Advanced model is 69 - 85. The LE is a Melee combat only droid and makes an excellent tank due to its high HAM.
MSE 'Mouse' Droid The Basic MSE has room for 1 module and 0 armor. The Advanced version has room for 2 modules and 1 armor. The MSE offers a bonus to any Detonation modules that are installed of +10 per detonation module.
Power Droid 'Gonk' The Basic Power Droid has room for 1 module and 0 armor. The Advanced version has room for 1 module and 1 armor. The Power Droid has the special ability to recharge other droids. This can be done by targeting another droid and issuing the Recharge command.
Probot Max HAM 3200 The Basic Probot has room for 3 modules and 1 armor module. The Advanced Probot has room for 5 modules and 2 armor modules. Both models are combat ready, however at least 1 combat module is required to produce more than 1 point of damage per attack. The Max damage range for a basic model is 147 - 155 and 182 - 191 for the Advanced model.
Protocol Droid The Basic Protocol Droid has room for 1 module and 0 armor. The Advanced version has room for 2 modules and 1 armor module. A Personality chip can be installed on this droid.
R2 Unit Max HAM 4500 The Basic R2 Unit has room for 3 modules and 1 armor module. The Advanced version has room for 5 modules and 2 armor modules. The Max damage of the basic model is 135 - 150, while the Max damage for the Advanced model is 153 - 162. The R2 Unit can fight in Melee and Ranged Combat.
R3 Unit Max HAM 4500 The Basic R3 Unit has room for 3 modules and 1 armor module. The Advanced version has room for 6 modules and 2 armor modules. The Max damage of the basic model is 135 - 150, while the Max damage for the Advanced model is 160 - 170. The R3 Unit can fight in Melee and Ranged Combat.
R4 Unit Max HAM 4500 The Basic R4 Unit has room for 1 module and 0 armor. The Advanced version has room for 3 modules and 2 armor modules. The Max damage of the basic model is 94 - 99, while the Max damage for the Advanced model is 135 - 150. The R4 Unit can fight in Melee and Ranged Combat.
R5 Unit Max HAM 4500 The Basic R5 Unit has room for 1 module and 0 armor. The Advanced version has room for 2 modules and 1 armor module. The Max damage of the basic model is 94 - 99, while the Max damage for the Advanced model is 109 - 116. The R4 Unit can fight in Melee and Ranged Combat.
Surgical Droid The Basic Surgical Droid has room for 2 modules and 0 armor. The Advanced version has room for 3 modules and 1 armor module. A Personality chip can be installed on this droid.
Treadwell 'WED' Droid The Basic Treadwell Droid has room for 1 module and 0 armor. The Advanced version has room for 2 modules and 1 armor module.
Seeker Droid This is a multi-use item that can only be used by a Bounty Hunter, with Investigations 1 or higher, to track his/her Mark on the same world. 10 uses per Seeker
Arakyd Probe Droid This is a multi-use item that can only be used by a Bounty Hunter, with Investigations 3 or higher, to track his/her Mark on a interplanetary scale. 5 uses per Probe Droid.
Interplanetary Survey Droid This is a multi-use item that gives a Novice Artisan the ability to receive information on resources that are present on a different world. Use of this droid requires a tool of the resource type that the droid is sent out to investigate. After the droid performs its duty, it sends out an E-mail that lists all resources that are found to be present. This item does not give stats or concentrations of the listed resources.
The time that the droid takes to complete its survey is based on 3600 - (27 * Quality) in seconds. Example An ISD with a Quality rating of 40 will produce a list of resources in 42 minutes. 3600 - 1080 {27*40} = 2520 / 60 seconds = 42 minutes.
Part 2 - Droid Modules
Droid modules are what give a droid all of its great functions. The following is a complete list of all current modules.
Auto-Repair Module Auto-repair modules give a droid the ability to repair a set amount of droid damage to itself and any other droid within 30 meters. The Auto-Repair rating is the amount of damage that the droid will repair every 10 seconds. This module can be toggled on/off from the droid radial menu. Use of this module reduces the battery life to 2 hpurs, from 4 hour.
Creature Harvest Module Usable by a Novice Scout or above, this module allows you to harvest meat, bone, or hide off of a creature corpse. The benefits of using this droid are 1) you can tell the droid to harvest for you while you are in combat 2) the droid will harvest at about a 20% bonus above what you can harvest on your own 3) you can command the droid to harvest a corpse that is up to 30 meters away. If used in conjunction with Droid Item Storage, harvested materials will be placed inside the droid instead of your inventory. The Max Rating for a single module is 20, with a combined max total of 120, on the Advanced R3 unit. The following is a rough scale of the bonus you will receive at different stages of Scout and Ranger, with a 100 rated droid. The larger the gap between the droid rating and you own rating, the higher the 'percentage' return.
At Novice Scout, someone with a 100 rated droid will have an increase of approximately 25%
At 0040 Scout, someone with a 100 rated droid will have an increase of approximately 20%
At 0020 Ranger, someone with a 100 rated droid will have an increase of approximately 16%
At Master Ranger, someone with a 100 rated droid will have an increase of approximately 14%.
These numbers are based upon the following fomula provided by Lukos in the following thread.
*Known Issue* If the droid owner is not grouped with anyone else, or is only grouped with the droid, the harvesting function will perform as normal. If the droid owner is grouped with other PCs, the harvesting function will perform at between 20 - 40% less then it did originally, regardless of whether or not the droid is grouped with it's owner or not.
Detonation Module Usable by a Novice Smuggler or Bounty Hunter, this module can turn any droid into a Bomb. This droid bomb will only affect those that can be targeted in combat. To use, the /detonatedroid command must be issued to the droid. After a 3 second count down, that can be seen by anyone in the area, the droid bomb will detonate, affecting all viable targets within a 17 meter blast area. This damage is spread randomly across the targets HAM bars, but will generally affect Health most often. Armor and PvP damage reduction applies to all damage taken. This module will not affect Creature lairs, but will affect Turrets. If the droid is disabled while the countdown is in process, the timer shuts down. The entire droid, including datapad listing is destroyed when used. A droid with a Detonation Module will cause approximately 175 points of Blast damage per 1 point of rating.
*Known Issue* You must manually damage your target in order to gain XP and the ability to loot. If you do not, you will not be given credit for the 'kill'.
Droid Armor Module Droid Armor ranges from 4 - 20% resists and can be installed on all Advanced model droids as well as a number of basic model droids.
*Known Issue* The resistance rating will appear to change to 40% after the droid is stored and then recalled the first time. This is a display issue only and does not represent the true resist rating. The rating that the droid has during the first call is the true resist rating.
Droid Combat Module Droid Combat Modules can be installed into all R-units, LE Repair Droid, DZ70, and the Probot. The following is how to translate a droids Combat rating into numbers that you can understand. The Maximum rating that any one combat module can have is 110. The Maximum Combat rating that a droid can have is 600. This rating is based on the number of modules that can be installed on a droid model and the rating of the module installed.
Droid Repair Module This module allows for one droid to repair all of the Health and Action wounds of another droid.
Effects Module Usable by a novice musician or novice dancer, these modules provide visual displays for an entertainer. You can place up to 10 different effects in a row, with a timer of 3 - 60 seconds between each effect. The following is a list of all 6 modules and a basic description of what they do.
Avian - white birds fly away from the droid
Foam - sort of like a cloud effect around the ground spreading about 4-5m
Electric Fog - a slow burst of sparkles surrounds the droid
Confetti - wads of confetti are thrown into the air and sprinkle everywhere
Mind bloom - a really nice looking slow moving plasma effect in the air around the droid
Dancing Jawa - Laser show with images of a dancing jawa floating in the air
Droid Crafting Station Module Droid Crafting Stations give you the ability to roam around anywhere and craft all of your products. They are not rated, like the Architect variety, however many tests have been made that make many feel that they can be as successful as a 30 Function rating Private Station. Only the Droid Owner will benefit from the use of a droid crafted with one of these modules installed.
Food/Chemical
Structure/Furniture
Clothing/Armor
Weapon/Droid/General
Ship Component
Droid Data Module Droid Data Modules can store Factory Draft Schematics. If installed in one of the R-Series Droids, a Data Module can be used in the X-Wing, Y-Wing, and Z95 Headhunter.
Level 1 Data Module = 20 Storage Capacity = Novice Pilot
Level 2 Data Module = 40 Storage Capacity = xxx1 Pilot
Level 3 Data Module = 70 Storage Capacity = xxx2 Pilot
Level 4 Data Module = 110 Storage Capacity = xxx3 Pilot
Level 5 Data Module = 125 Storage Capacity = xxx4 Pilot
Level 6 Data Module = 150 Storage Capacity = Master Pilot
Droid Item Storage Module Used to store items, the Item Storage Module is great defense from decay loss associated with death. Up to 10 items can be stored in any 1 droid.
Level 1 Item Storage Module = 1 Storage Capacity
Level 2 Item Storage Module = 2 Storage Capacity
Level 3 Item Storage Module = 4 Storage Capacity
Level 4 Item Storage Module = 6 Storage Capacity
Level 5 Item Storage Module = 8 Storage Capacity
Level 6 Item Storage Module = 10 Storage Capacity
Droid Medical Module Usable by a Novice Medic and above, The Medical Module allows you to heal wounds and damage anywhere that the droid is present, except for static city Cantinas. With a medical rating of 55 to 110, with base 100 Med Center, a droid with this module installed instantly becomes a Medic’s best friend when out in the field.
Level 1 Medical Module = 55 Medical Rating
Level 2 Medical Module = 65 Medical Rating Level 3 Medical Module = 75 Medical Rating
Level 4 Medical Module = 85 Medical Rating
Level 5 Medical Module = 100 Medical Rating
Level 6 Medical Module = 110 Medical Rating
Droid Structure Maintenance This module allows you to pay maintenance on any structure that you are on the Admin list for. It does not allow you to add power or retrieve anything from the structure that it is assigned to. To use this module, you must first assign it to a structure, through the Structure Management menu. After doing so, you can set up the droid to perform a maintenance run by accessing the droid menu. The droid will take a certain amount of time per structure added, but the maintenance is instantly deducted and added to your structure. Up to 10 structures can be selected for the droid to add maintenance to. Only Level 3 Structure Maintenance modules can handle interplanetary runs.
*Known Issues* Module becomes useless if a Listed structure is deeded or destroyed, without first being removed from the maintenance list. A possible work-around for this issue can be found at the link listed below. (Sorry about not having a clicky. I had to many editing issues with using the Edit As HTML function. My spacing was being thrown way off.)
Reference Link = http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=99820&jump=true
Merchant Barker Module Usable by a Merchant with Advertising IV, this module allows you to store a waypoint and teach your droid a phrase up to 128 characters in length. Any time someone passes within range of the droid, it will issue the taught message, with a 30 second pause between each barked messages. Anyone can access the waypoint from the droid menu.
Playback Module Usable by a Novice Musician, this module allows you to record 30 seconds of music, using any instrument, without flourishes. This allows you to choose another instrument and play along with the droid, to add additional instruments to your group. The droid must be grouped with in order for the playback module to play back a song.
*Known Issues* /bandflourish will use up the the same amount of HAM on the droid that performing the flourish as it will on the droid owner. Beware of this when looking at droid models.
Scout Trap Projectile Unit Usable by a Novice Scout, this module allows you to load up a droid with scout/ranger traps that can be used upon command. Only traps that you can use can be loaded into the droid.
Stimpack Dispenser Module Usable by anyone, this module allows you to /requestStimpack from the droid at any point, even during combat. Only Stim As can be loaded into the droid, by someone with Pharmacology IV. This feature can also be used by anyone you are grouped with, in the same manner. You must target the droid before the /requestStimpack command is issued.
Droid Personality Chip Geeky, Prissy, Slang, Stupid, Sarcastic, and Worshipful are the six additional personalities that can be installed on the Surgical Droid, Protocol Droid, or LE Repair Droid. These chips change the phrases that each droid will make in combat, or when accessing the Converse menu.
This section is here to provide more details on how to use each module.
Auto-Repair Module The Auto-Repair Module has an on/off toggle that is located in the Droids radial. While active, every 10 seconds a healing symbol will be seen passing over your droid. The Droid will heal for the number of points that it is rated for. While this module is toggled on, it will drain the battery charge faster than the standard 4 hour rate.
Creature Harvest Module A Novice Scout will have an option on the droids radial called 'Harvest Options'. In this menu, two options are available -
Program Target Harvester - Program command option, just like programming the attack command or follow me command.
Set Target Harvest - Allows you to choose the droid to harvest Hide, Bone, Meat, or Random.
The harvester droid can be commanded to harvest resources while in combat and can be commanded to collect resources from any corpse that you killed, in the surrounding area.
Detonation Module A Novice Smuggler or Bounty Hunter can order their droid to its doom by either a) Accessing the Detonate Droid option from the droid radial menu or, b) by targeting the droid and entering the /detonatedroid command. This will trigger a 3 second long detonation sequence that will affect most targets with in a 17 meter area.
Droid Armor Module Droid Armor automatically protects against all damage types, except for Lightsaber.
Droid Combat Module The Combat module gives you the following commands Attack & Guard. In the R-series droid, the Use Ranged Attack command pops up as well (Currently missing).
Droid Repair Module To use the Repair Module, target the droid that you wish to repair and issue the repair command.
Effects Module The Effects module creates a radial menu with the Effects On/Off Toggle for a Novice Dancer of Musician. The Effects On/Off Toggle has a sub menu called Configure that allows you to program 10 slots. Each slot can be filled with one of the Effects Modules installed and allows you to set a delay time for each effect.
Droid Crafting Station Module The Droid Crafting Station Module functions much like a Public Crafting Station but has the crafting abilities of a Private Crafting Station. As long as you are within 15 meters of the droid, you gain the ability to use this mobile crafting station.
Droid Data Module The Droid Data Module is accessible from the Options menu. Simply select the Datapad option from the radial menu and it will open up your droid's Data Storage Module. You can only place Factory Schematics and Droid Command Programs in the Data Module. See Section 5 on how to use the JtL Pilot content.
Droid Item Storage Module The Droid Item Storage Module is accessible from the Options menu. You can either place an item in the droid by a drag and drop on to the droid, or by opening the Item Storage Module through the Options menu.
Droid Medical Module The Medical module can be used in any area, with the exception of a static Cantina. The owner of the droid can use his/her medical skills as long as they are within 15 meters of the droid.
Droid Structure Maintenance The Droid Structure Maintenance Module has a two step process of use. First, the droid owner must go to each of his/her structures and 'Assign Droid' from the structures radial menu. Next, access the droid's radial menu and find the 'Structure Maintenance' menu item. This menu item has 2 submenus
Perform Maintenance Run - Generates a Menu of all structures that have been assigned. Three options are listed in this menu
Cancel
Add - Generates a sub menu that allows you to select how many credits that you wish to add to the structure.
Go - Sends the droid on its way. The time that the droid takes will greatly vary, depending on how many structures were added and where they are located.
Edit Maintenance List - Generates a menu which allows you to delete a structure from the menu.
*Warning* Be sure to remove a structure from this list before re-deeding it, or this module will become inactive.
Merchant Barker Module The Merchant Barker Module will produce a droid radial menu for Merchants with Advertising IV, with the following options
Record Message - Allows you to create a text message that is a total of 128 characters in length. This message is stated in spatial chat and is programmed the same way. This message will repeat every 60 seconds, as long as someone enters the area of the droid.
Set Waypoint - This option brings up a selection box with a list of all waypoints that are stored. The waypoint will be listed exactly as it is listed in the datapad. This will be the way point that is given out when the 'Get Merchant Waypoint' menu option is used
Toggle Barker on/off - This option toggles the Barker function on and off. The message will repeat every 60 seconds, as long as someone is in the area of the droid.
Get Merchant Waypoint menu is displayed for anyone that opens the droids radial. This will deposit a waypoint into the user’s datapad.
Playback Module The Playback Module will produce a Access Playback Module menu for a Novice Musician. Accessing the radial menu gives the following options, in a pop up window
Record/Play - This option will play a track, if one exists, or will record a track as soon as the musician starts to play. The track length is 30 seconds and must be recorded each time the droid is called from the datapad. Flourishes will not be recorded, when played, but the droid will perform a /bandflourish when commanded during playback.
Delete - Deletes any current songs recorded.
Cancel
Scout Trap Projectile Unit The Scout Trap Projectile Unit will produce a Trap Options menu for a Novice Scout. Traps can be added to the droid by dropping a single trap on the droid. The following two submenus are produced
Program Launch Trap - Program command option, just like programming the attack command or follow me command.
Clear Ammunition Processor - Removes, and deletes all traps that have been placed in droid.
Stimpack Dispenser Module The Stimpack Dispenser Module will produce a Request Stimpack Option. The following two submenus are produced
Request Stimpack - Can be replaced by using the /requeststim command
Load Stimpack - Allows you to add 1 Stimpack to the droid at a time. (Only for those with Pharmacology IV)
Using the Command /requestStimpack (Droids name) - Including the brackets - will allow you to request a stim directly from the droid, without having to target it. This allows you to put the command on a macro.
Example Your droids name is Fix-It. The command would be /requestStimpack (Fix-It)
Droid Personality Chip The Droid Personality Chip functions automatically or when ever the 'Converse' menu is accessed. The droid will also randomly say something while it is called - usually 1-2 times per hour of activity.
Droid Customization Kits The Droid Customization Kit allows anyone to change the color(s) of their droid. To use the kit, simply target the droid and select the 'Use' function on the tools radial. A pop up window will appear with 1 or 2 options, dependent on the type of droid that you are trying to color.
Color Frame - allows you to change the main color of your droid.
Color Trim - allows you to change the trim areas of your droid. This option is only available with all R-series droids, MSE, Power Droids, and Surgical Droids.
Each time that you call your droid, 1 use will be subtracted from the Droid's Customization Life Span. A newly readied Droid unit starts out with a Customization Lifespan of 2000. A newly colored Droid starts out with a Customization Lifespan of 2000. As the Droid's Customization Lifespan drops, it will begin to fade in color. You will receive a system message of 'Your droid's customization is fading away' when your droid's Customization Lifespan reaches 5, 4, 3, 2, & 1. When you droid reaches 0, you will receive the message 'Your droid's customization has completely faded away.' The Customization Lifespan does not affect anything about the droid, except for the colors that you can see.
*Known Issue* Protocol Droids cannot be Customized, currently.
Droid Batteries When ever your droid is in a *Low Power* state, it needs to be recharged. Many of the droid's functions will not work if the droid is at 0% Battery Power. The typical battery life is 1 hour per charge; however some modules will drain power at a faster rate. See the above listed modules for exceptions to the 1 hour rule. To recharge your droid, you must have a Droid Battery present in your Inventory. Under Droid Options, on the droid radial, you will find a Recharge command. 1 Battery charge will be expended per recharge use. Recharging your droid will heal all Mental damage. The radial is the only way to recharge your droid, through the use of a battery. Power Droids also produce the same function as using a battery, but can not target themselves for the recharge.
Droid Repair Kits Similar to Medic crafted Stimpacks, Droid Repair Kits can heal Health and Action damage of a droid; however Droid Repair Kits do not require any type of skill and can be used by anyone. They come in the standard A, B, C, & D variety, with A being the weakest and D being the strongest. Each Droid Repair Kit will have a Quantity and Available Repair Energy Listing. The Quantity listing tells you how many uses each Repair tool has before it are completely consumed. The Available Repair Energy Listing tells you how much Health and Action will be repaired per use. In order to use the Repair Kit, simply target your droid and use the kit. The kit can be used once every 15 seconds.
Pet Vitality Pack Pet Vitality Packs, a Bio-Engineer crafted item, are used to repair the Vitality damage on a droid. The Vitality Pack will repair X number of Vitality points to your droid, based upon the quality of the kit used. There is a chance that the maximum number of Vitality points that a droid has could be reduced with the use of a Vitality Pack. Pet Vitality Packs come in A, B, and C varieties.
Unprogrammed Droid Command Modules New with JtL, and usable only by Pilots, Unprogrammed Droid Command Modules are used to install Droid Command Programs on an Astromech or Flight Computer. I'll cover the process more in depth in Section 5
So Pilot, you wish to learn more about how a droid can help you in the cold expanses of space? Let us start with the basics of getting to know each Profession's Droid Programs.
Privateer Programs
Mute Droid/Flight Computer This program toggles a droid or flight computer's ability to give auditory feedback. This program is common to all 3 professions and is gained at Novice.
Reactor Stabilization This program will reset any changes made to a reactor's power output. It is gained at xxx1 Privateer.
Reactor Overload This program gives a Pilot the ability to Overcharge his/her reactor. This comes in handy when piloting a ship that is under-powered due to being equipped with energy draining components such as Shields, Engines, and Weapon systems. The Reactor Stabilization program must be used to remove the Overload effects. There are 4 progressively more powerful programs that are acquired as follows.
Capacitor Overload This program gives a Pilot the ability to Overload his/her reactor. This comes in handy when you need to increase the maximum capacity of a capacitor and increase its recharge rate. The program will cause some damage to the Capacitor when used, that can be repaired through normal means. There are 4 progressively more powerful programs that are acquired as follows.
Capacitor to Shield Shunt This program gives a Pilot the ability to use back-up power routing systems to shunt power currently stored in the weapon capacitor directly to the shield generator systems.
Weapon Capacitor Reset This program will reset any changes made to a Capacitor's power output. It is gained at xxx1 Privateer.
Mute Droid/Flight Computer This program toggles a droid or flight computer's ability to give auditory feedback. This program is common to all 3 professions and is gained at Novice.
Shield Normalization This program will reset any changes made to a ships shields. It is gained at xxx1 Rebel Pilot
Shield Front Adjust This program adjusts the shield recharge rate, so that more power is diverted to the forward shields, while reducing the recharge rate of the rear shields. The Shield Normalization program must be used to remove the Shield Adjust effects. There are 4 progressively more powerful programs that are acquired as follows.
Shield Front Reinforce This program diverts some of the energy stored in the rear shields to the front shields. There are 4 progressively more powerful programs that are acquired as follows.
Shield Rear Adjust This program adjusts the shield recharge rate, so that more power is diverted to the rear shields, while reducing the recharge rate of the forward shields. The Shield Normalization program must be used to remove the Shield Adjust effects. There are 4 progressively more powerful programs that are acquired as follows.
Shield Rear Reinforce This program diverts some of the energy stored in the rear shields to the front shields. There are 4 progressively more powerful programs that are acquired as follows.
Shield Emergency Front This program immediately leeches the majority of rear shield energy and current weapon capacitor chrage and diverts it all to the front shield facing. This is an instantaneous command with no lasting effects on any of the ship's systems involved.
Shield Emergency Rear This program immediately leeches the majority of front shield energy and current weapon capacitor chrage and diverts it all to the front shield facing. This is an instantaneous command with no lasting effects on any of the ship's systems involved.
xxx1 Rebel Pilot = Light xxx2 Rebel Pilot = Moderate xxx3 Rebel Pilot = Heavy xxx4 Rebel Pilot = Extreme
Imperial Programs
Mute Droid/Flight Computer This program toggles a droid or flight computer's ability to give auditory feedback. This program is common to all 3 professions and is gained at Novice.
Weapon Normalization This program will reset any changes made to a ships weapon system. It is gained at xxx1 Imperial Pilot
Engine Stabilization This program will reset any changes made to a engine's thrust. It is gained at xxx1 Imperial Pilot.
Engine Overload This program increases the thrust on an engine at the cost of increasing the Reactor energy use. The Engine Stabilization program must be used to remove the effects of the Engine Overload program. There are 4 progressively more powerful programs that are acquired as follows.
Engine Tuning This program decreases the Reactor energy use at the cost of decreased thrust. The Engine Stabilization program must be used to remove the effects of the Engine Tuning program. There are 4 progressively more powerful programs that are acquired as follows.
Weapon Overload This program increases the damage output of ship weapon systems at the cost of increasing the energy use. The Weapon Normalization program must be used to remove the effects of the Weapon Overload program. There are 4 progressively more powerful programs that are acquired as follows.
Weapon Tuning This program decreases energy use at the cost of decreasing the damage output of ship weapon systems. The Weapon Normalization program must be used to remove the effects of the Weapon Overload program. There are 4 progressively more powerful programs that are acquired as follows.
xxx1 Imperial Pilot = Light xxx2 Imperial Pilot = Moderate xxx3 Imperial Pilot = Heavy xxx4 Imperial Pilot = Extreme
Astromech Certifications
Each of the Pilot professions gain Astromech Certifications as they progress. The Astromech Certifications are Level based from Level 1 at Novice, to Level 6 at Master. The following chart shows the Astromech Certification progression.
Novice Pilot = Level 1 Astromech Certification xxx1 Pilot = Level 2 Astromech Certification xxx2 Pilot = Level 3 Astromech Certification xxx3 Pilot = Level 4 Astromech Certification xxx4 Pilot = Level 5 Astromech Certification Master Pilot = Level 6 Astromech Certification
Pilots can use a Flight Computer or an R-series droid with a Data Module installed in a ship that is equipped with a Droid Interface device, which is a Shipwright crafted item. The level of the Flight Computer or Data Module, installed in an R-series droid, must be equal to or lower then the Pilot's Astromech Certification.
Flight Computers & Astromechs
Currently Astromechs are only usable in the X-Wing, both Y-Wing configurations, and the Z95. Flight Computers are used in all other ships. Each Flight Computer/Astromech has a Data Capacity that is based upon the Level. Flight Computers, just like droids, are stored in the datapad once initialized. The following chart lists the storage capacity of each level.
Astromech Data
Level Capacity
| 1 | 20 |
| 2 | 40 |
| 3 | 70 |
| 4 | 110 |
| 5 | 125 |
| 6 | 150 |
Managing Programs
In order to add Droid Command Programs to you Droid, or Flight Computer, you must first transfer the Program to an Unprogrammed Droid Command Module. These are one time use items that can be purchased from a Droid Engineer. To copy a program, simply use the Command Module radial menu. The Program option will open up a window that allows you to choose one of the programs that you know. Once the program has been copied to the Command Module, the name of the Module will change to Ready Chip: XXX, where XXX is the name of the program that you copied. Once a program is copied, a Pilot can either trade the program to someone else, or use the program themselves. Using the radial, you can transfer the program to your datapad. Once the program is transfer to the datapad, the Program chip is expended.
From the datapad, you will want to move the Droid Program to the Droid or Flight Computer that you will be using in your ship. If you are using a Flight Computer, you can open it from the radial menu in the datapad. If you are using a Droid, you will need to call the droid, open the data storage, and transfer program into the droid. Once a program is added to a Droid or Flight Computer, you can not remove it, without destroying the program.
Each Program has a Program Size that is based on the following scale.
Stabilization / Mute Programs = 1 Program Size
Light or Level 1 = 5 Program Size
Moderate or Level 2 = 10 Program Size
Heavy or Level 3 = 20 Program Size
Extreme or Level 4 = 25 Program Size
Emergency Shield (Front/Rear) = 35 Program Size
Droid Interface
The Droid Interface is a Shipwright crafted item that is needed to link an Astromech or Flight Computer to a ship. The Droid Interface is used to determine the speed in which a multiple programs can be used. The amount of time that must pass before issuing another Droid Command is determined by the rating of the Droid Interface. The higher the rating, the less time it takes between commands. If the Droid Interface is disabled during combat, you won't be able to the Droid Command Programs.
Issuing Droid Commands
Once in space with your Droid, or Flight Computer, loaded in your ship, open up the Abilities window. Under the heading Astromech, you will find macros for all of the Droid Command Programs that are loaded up. You can either add them to the Toolbar, or bind the commands to hotkeys.
This section will be updated as additional FAQs and links are suggested.
FAQ
Q. Is there a macro to recharge my Droid?
A. No. The only way to currently power a droid is to use the Droid radial menu option, with a Battery in your inventory, or have a Power Droid recharge your Droid.
Q. Is there a macro to call my Droid?
A. Yes. Droids can now be called from the toolbar. Simply drag the icon of the droid from the datapad to the toolbar.
Q. What should I grind?
A. Take a look at Section 7 for the full details.
Q. How should I price my Droids?
A. Take a look at Section 13, but also spend the time on your sever, trying to see what others are pricing.
Q. What is the best Tank Droid?
A. This is a matter of opinion. A Probot with 5 Auto-Repair Modules has up to 3200 HAM, heals faster, and should only do 1 point of damage per attack. An Adv R3, with 5 Auto-Repair Module and 1 Combat Module has up to 4500 HAM, heals as fast as a Probot, has more HAM then a Probot, but will cause more then 1 point of damage. An Adv LE with 2 Auto-Repair Modules and 1 Combat Module has up to 6000 HAM, but heals slower then an R3 or Probot, and will cause more then 1 point of damage.
Q. Why can't I craft Advanced Droid Motive Systems (and other complex schematics)? (General Crafting Question)
A. Due to the complexity of some schematics, you may need to use a specialized tool and in some cases, stand next to the appropriate crafting station. Schematics with a complexity of 1 to 15 use the Generic Crafting Tool. When the complexity is 16 or higher, you need to use a specialized tool, such as the Weapon/Droid/General Crafting Tool. At a complexity of 21 and higher, you also need to be standing next to a Public Crafting Station of the same type as the tool you are using. When the complexity reaches 26 and above, you need to switch to a Private Crafting Station of the same type as the tool you are using.
Q. How many droids can I have out (active) at a time?
A. One.
Q. How many droids can I have in my datapad?
A. Five.
Q. Can Droid Engineers call more then one Droid at a time, or store more droids in you datapad?
A. No, both of these are wish list items though.
Q. Can I change my droid's modules after I've bought it?
A. No, modules can only be added to a droid while it's being crafted.
Q. What is a droid personality chip?
A. Personality chips are a component in certain droids and will change the way the droid responds to various things. Personality chips can be built into the following droids: Surgical, Protocol, LE Repair.
The following section is included to help assist you with the crafting process and the all mighty grind. Majority of this section was taken from a previous thread that I wrote. The link below is supplement thread that should answer any macro questions that aren't answered here.
Reference Link = http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=48718
I don't recommend that you simply grind your way through to Master, unless you have done your homework on all of the known issues, or have a Master Droid Engineer around that is willing to show you the ropes. I highly recommend that you take your time and learn about the ins and outs of each box and branch that you gain.
Part 1 - Trainer Locations
The following is a list of all known Droid Engineer Trainers. Don't forget that many Player Cities will also have a DE trainer, so ask around your galaxy to find one that may be closer to you.
Corellia Tyrena -5535, -2669 Kor Vella -3704, 3059 Coronet City 55, -4451 Bela Vistal 6872, -5416 Doaba Guerfel 3118, 5302
Tatooine Bestine -1259, -3496 Mos Entha 1288, 3391 Mos Espa -3064, 2044 Mos Eisley 3333, -4686
Talus Dearic 612, -3078 Nashal 4290, 5100
Rori Restuss 5374, 5593 Narmle -5021, -2432
Part 2 - The Commands
/ui action toolbarSlotXX; This command calls upon what ever is in the designated toolbar slot. The first row on the tool bar is number 00 to 11. The second row of the tool bar is numbered 12 to 23. You will want to replace XX with the corresponding position on the tool bar. For example if you placed the crafting tool into the top left tool bar slot your first line would read /ui action toolbarSlot00;
/selectDraftSchematic XXX; This command calls upon what ever schematic that you wish to craft. In order to choose the schematic, you must open your datapad and find the tab for draft schematics. Start in the top left corner and begin counting from left to right starting with the number 00. If you are standing near a crafting station, you will need to skip all schematics that have a complexity of 21 or higher when making your count, and only include schematics that can be crafted with a W/G/D crafting tool. If you are standing near a Private or Droid crafting station, count each and every schematic that is craftable by a W/G/D crafting tool. Each time that you gain a new level, you will need to recount the draft schematic and enter the new schematic number into the macro
/nextCraftingStage; This command advances the crafting process to the next step. Make sure that you include this command three times or you will lose the resources without gaining any experience.
/createPrototype Practice noitem; This command completes the crafting process. This command also needs to be entered twice for the macro to function correctly. The Practice noitem addition to the command will create the product in practice mode, which gives a slight crafting experience bonus. If you remove Practice noitem from both commands in the macro the item will be placed in your inventory, but you will not receive the bonus experience.
/pause X; This command sets the amount of time that you need to manually insert the resources to be used in the schematic. The easiest way to enter the resources into the schematic is to double click them. You will want to set the timer according to how many resources are needed. I suggest a /pause 3; for everyone 2 resources. I personally use /pause 2; , but I have some mad double clicking skills.
/pause X; This command places a pause between the end of the crafting session and the next command. Typically, the above listed macro will follow after this command, with the /ui action toolbarSlotXX; altered to advance to the next crafting tool. (Take note of the different color used in this listing.)
Part 3a - Recursive Crafting Macro
Something that you need to keep in mind about this part of the guide ; Recursive Macros are going to be changed in the not so distant future. When Recursive Macros are changed, I will be updating this section when this change goes in.
/ui action toolbarSlotXX; /selectDraftSchematic XXX; /pause X; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype Practice noitem; /createPrototype Practice noitem; /pause X;
This is the basic crafting macro that is used in for your standard recursive crafting macro. To make this macro recursive, you would need to do one of the following...
Create more then 1 crafting macro. You could create an indefinite loop with this macro that will keep you crafting for as long as you can double click, by adding additional macros. Here is an example of what you would need to do.
Crafting Macro 1 - Placed in toolbar slot 12
/ui action toolbarSlot00; Calls the 1st crafting tool in your toolbar slot /selectDraftSchematic 092; Calls the specified schematic (This is only an example schematic number) /pause 2; Time needed to double click on each resource needed in the schematic. (This is only an example /pause time.) /nextCraftingStage; Advances the crafting processes automatically after the resources are manually entered into the crafting screen /nextCraftingStage; See above entry /nextCraftingStage; See above entry /createPrototype Practice noitem; This will not produce a crafted item, but will give the XP bonus for crafting. /createPrototype Practice noitem; If you remove Practice noitem from both lines, you will produce an unexperimented item. /pause 1; This is added to ensure that each crafting session has time to close before the next session opens. (This is only an example /pause time.) /ui action toolbarSlot13; This entry will call upon the next crafting macro - Crafting Macro 2
Crafting Macro 2 - Placed in toolbar slot 13
/ui action toolbarSlot01; Calls the 2nd crafting tool in your toolbar slot /selectDraftSchematic 092; /pause 2; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype Practice noitem; /createPrototype Practice noitem; /pause 1; /ui action toolbarSlot14; This entry will call upon the next crafting macro - Crafting Macro 3
Crafting Macro 3 - Placed in toolbar slot 14
/ui action toolbarSlot01; Calls the 3rd crafting tool in your toolbar slot /selectDraftSchematic 092; /pause 2; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype Practice noitem; /createPrototype Practice noitem; /pause 1; /ui action toolbarSlot12; This entry will call upon the next crafting macro - Crafting Macro 1
OR Cut and Paste a long line macro each time that you log into your client
/ui action toolbarSlot00; Calls the 1st crafting tool in your toolbar slot /selectDraftSchematic 092; Calls the specified schematic (This is only an example schematic number) /pause 2; Time needed to double click on each resource needed in the schematic. (This is only an example /pause time.) /nextCraftingStage; Advances the crafting processes automatically after the resources are manually entered into the crafting screen /nextCraftingStage; See above entry /nextCraftingStage; See above entry /createPrototype Practice noitem; This will not produce a crafted item, but will give the XP bonus for crafting. /createPrototype Practice noitem; If you remove Practice noitem from both lines, you will produce an unexperimented item. /pause 1; This is added to ensure that each crafting session has time to close before the next session opens. (This is only an example /pause time.)
/ui action toolbarSlot01; Calls the 2nd crafting tool in your toolbar slot /selectDraftSchematic 092; /pause 2; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype Practice noitem; /createPrototype Practice noitem; /pause 1;
/ui action toolbarSlot01; Calls the 3rd crafting tool in your toolbar slot /selectDraftSchematic 092; /pause 2; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype Practice noitem; /createPrototype Practice noitem; /pause 1;
Rinse and Repeat
Part 3b - The Two-ish Step Crafting Macro
This is the tried and true crafting macro that I now use when ever I need to hand crafted parts that don't require experimentation, or I need a little quick XP. This method is not as fast as the above mentioned macro, but is easier to work with. Using this macro set up allows you to craft and not have to worry about entering the resources in a specified time limit. This is a great set of macros that should be used by anyone that likes to chat as they grind, or has difficulty with lag. It is broken down into two parts
Calling up the crafting tool and crafting schematic
Macro 2 /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype Practice noitem; /createPrototype Practice noitem;
An alternative to this set up is to remove the /ui action toolbarSlotXX; from Macro 1 and open each crafting tool manually. This turns the 2 step crafting macro into a 3 step macro, but it also removes the need to clutter up more toolbar slots.
Part 4 - What to Grind
As you first gain Novice Droid Engineer, you have a very limited number of items that can be used in the grind. There are a number of paths that can be used to grind DE, but all agree that the MSE grind in the beginning is the only way to gain XP. 1 MSE takes 53 metal and 15 chemical and will net 147 XP in practice mode and 140 XP with a crafted product. At 147 XP each, it will take 327 MSE to make it to your first tier 1 box, or 17331 metal and 4905 chemical. More than likely, there will be 7 crit fails per 100 items crafted so plan on needing approximately 19500 metal and 5500 chemical to make it to the first box. You will want to train Intermediate Droid Blueprints, in order to find the next fastest way to progress.
At Intermediate Droid Blueprints, you can either keep on crafting MSE or you can switch to Manipulator Arm Package Sets. The Manipulator Arm Package Sets require 65 metal, 18 ferrous metal, 60 extrusive ore, and 15 chemical. They net 331 XP while in practice mode and 316 XP while producing an item in your inventory. If you chose the Manipulator Arm Package Sets route, it will take 203 successful builds to make it to Advanced Droid Blueprints or approximately 14300 metal, 3960 ferrous metal, 13200 extrusive ore, and 3300 chemical. If you chose to stick with the MSE grind it will take you 458 successful crafting sessions and approximately 26500 metal and 7500 chemical to advance to the next level. You will want to train Advanced Droid Blueprints, in order to find the next fastest way to progress.
At Advanced Droid Blueprints, you will want to switch over to Advanced Droid Frame Units which will give you 462 XP in practice mode or 440 XP while crafting an item for your inventory. Each Advanced Droid Frame Unit requires 150 steel and 70 Fiberplast. If you grind out the rest of the profession using Advanced Droid Frame Units you will need to successfully craft 2411 more items or approximately 400k Steel and 186k Fiberplast.
There is one other route that can be followed, but will require a few days of factory time, parts from a Master Artisan, and specialized resources, but offers 4200 XP per build. I am referring to Binary Load Lifter ADV Chassis. Due to the resource intensive nature and need for factory run parts, I will only make reference here. You can find out the requirements for it at SWGCRAFT.COM if you want to find out more information.
Reference Link = http://www.swgcraft.com/skilltree.php?prof=dre
You can also check out the thread put together by DovLancer, onthe subject of the BLL Grind.
Reference Link = http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=100615
In this section, I've broken down the list of resources that you will need as a Droid Engineer, and the qualities you will need to look for in each resource.
Part 1 - Bulk Resources
Bulk resources are grind quality resources that stats do not matter on. It is suggested that you have a good supply of bulk resources set aside for droid sub-components, which I will cover in the next section of this guide. This list consists of the resources needed for droid sub-components such as brains, arms, and motive systems, Flight Computers and Unprogrammed Droid Command Modules. It also includes all of the resources needed for Master Artisan Electronics, which are required for all high end droids.
Metal
Ferrous Metal
Steel
Copper
Aluminum
Chemical
Polymer
Fiberplast
Low-Grade Ore
Siliclasitic Ore
Extrusive Ore
Inert Gas
Crystalline Gemstone
Part 2 - OQ/CD (Modules 1)
This list of resources is CD/OQ specific, meaning that these two quality listings should be as close to 1000 as you can manage, to produce the best possible product. OQ and CD both are listed as being 50% of the crafting equation. This list consists of the resources needed for level and rating based modules, such as Detonation models and Medical modules
(*There may have been a resource change to Level 5 and 6 Data Storage Modules, with JtL. I will leave this information as is until I receive confirmation as to whether this is a bug or not.)
Metal
Steel
Neutronium Steel
Non-Ferrous Metal
Aluminum
Duralumin Aluminum
Copper
Beyrllius Copper*
Chemical
Fiberplast
Low-Grade Ore
Carbonate Ore
Extrusive Ore
Lidium Extrusive Ore
Crystalline Gemstone
Vertex Crystalline Gemstone
Inert Gas
Dioxis Inert Gas*
Reactive Gas
Tolium Reactive Gas
Part 3 - OQ/CD & SR/UT (Modules 2)
This list consists of resources where a combination of CD/OQ & SR/UT is listed as being important in the schematic. Don't worry so much about the SR/UT ratings or the resources. Instead focus on the OQ/CD ratings. Try to find resources on this list with quality listings as close to 1000 as you can manage, to produce the best possible product. OQ and CD is listed as 50% of the crafting equation for one experimentation line. SR and UT is listed as 50% of the crafting equation for a second experimentation line, however this line does not currently show an effect on the final product. This list consists of Droid Crafting stations and Droid Armor resources
Metal
Ferrous Metal
Steel
Duralloy Steel
Non-Ferrous Metal
Aluminum
Link-Steel Aluminum
Inert Gas
Fiberplast
Part 4 - OQ & SR/UT (Chassis’ and Deeds)
This list consists of every resource type that is needed for the final build of a droid, or for a droid chassis. OQ is the quality that you will want to pay the highest attention to. If you ever come across a type of Chemical with an OQ of 1000, mine or buy as much of it as you can get. 1000 OQ Chemical equals 100% HAM on most Advanced Droid models, dependent on experimentation results. SR/UT is currently not used, which will be described in the next section of this guide. SR and UT are listed as 50% each on two separate experimentation lines; however neither of these lines appears to have an effect on the final product, at this time.
Metal
Ferrous Metal
Steel
Duranium Steel
Duralloy Steel
Ditanium Steel
Non-Ferrous Metal
Chemical
Fiberplast
Low-Grade Ore
Extrusive Ore
Part 5 - PE/CD/OQ (Kits 1)
This list is made up of resources that are specifically needed for the Reconstruction and Repair Kits. PE is listed as 50% of the required value and CD and OQ are listed as being 25% each of the rest of the value. PE should be the quality that you concentrate most of your attention on, unless the resource does not have PE as a viable quality. To maximize the effect of experimentation, try to find resources that are as close to 1000 PE, then 1000 CD and OQ.
Metal
Cubirian Steel
Agrinium Aluminum
Low-Grade Ore
Pholokite Extrusive Ore
Solid Petrochem Fuel
Known Solid Petrochem Fuel
Liquid Petrochem Fuel
Known Liquid Petrochem Fuel
Gas
Orveth Reactive Gas
Part 6 - OQ/CD/UT/MA (Kits 2)
This list consists of resources that are used in Droid Reconstruction and Repair Kits. OQ and CD are the two main qualities that you should look for in these material, but don't neglect the UT and MA either. Try to find resources that have qualities in these four as close to 1000 as you can, and you will produce some of the best Repair and Reconstruction Kits that credits can buy.
Metal
Non-Ferrous Metal
Aluminum
Titanium Aluminum
Copper
Beyrllius Copper
Platinite Copper
Low-Grade Ore
Extrusive Ore
Keschel Extrusive Ore
Malab Siliclasitic Ore
Plexite Amorphous Gemstone
Vendusii Crystal Amorphous Gemstone
Fiberplast
Datooine Fiberplast
Part 7 - UT/OQ (Kits 3)
This list consists of resources that are used in Droid Reconstruction and Repair Kits. UT is listed as being 66% of the crafting equation, while OQ is listed as 33%.
Metal
Neutronium Steel
Fiberplast
Rori Fiberplast
Low-Grade Ore
Ionite Intrusive Ore
Gemstone
Baradium Amorphous Gemstone
Part 8 - OQ/SR/UT (ISDs)
This listing is specific for Interplanetary Survey Droids and requires equal parts OQ, SR and UT. The closer you can find resources with values of 1000, the closer you will be to producing the fastest returning, or largest stack, ISDs.
Carbonite Steel
Chemical
Vertex Crystalline Gemstone
Known Radioactive
Part 9 - All Named Resources (Recap)
This list is just a recap of all the named resources and what droid component they are related to. I would suggest that you look for the highest Overall Quality for each of these resources, followed by Conductivity, Shock Resistance, Unit Toughness, and Malleability. This suggestion is a generalization for all of the below listed resources, but can be a useful tip to those just starting out that do not have everything memorized.
(*There may have been a resource change to Level 5 and 6 Data Storage Modules, with JtL. I will leave this information as is until I receive confirmation as to whether this is a bug or not.)
In this section, I cover all of the Droid Engineer schematics and what lines need to be experimented on. This Section covers only experimentation and how it will effect droid production. I have included my own personal suggestions in each part of this section, however they are only my personal suggestions that I make based upon my own experiences with the droid crafting system. Before I break down each module, component, and subcomponent, I want to point out that as a general rule, Durability experimentation does not appear to have an effect. This appears to be the case 99% of the time, with Stimpack Dispenser Modules being the exception to this rule. The following should also be noted -
Any item with a # at the end of the entry denotes that any parts used in its creation can be of any quality. This would include the Electronic Chips for the Adv Droid Brain, of a Control Unit of an Adv Droid Motive System.
Any item with a % at the end of the entry denotes that only the modules, not the components used, must be of quality, where dictated by this section. Example - The Droid Brain, used in the creation of Combat-Capable Socket Cluster does not have to be of quality, however the Stimpack Dispenser Module does require that it be of quality, since it is listed as such in this Section.
Part 1 - Mechanism Quality
Mechanism Quality is the rating associated with all droid components. Mechanism Quality can range from -15 to +15 and is dependent upon the Experimental Effectiveness line for almost all of the Droid Components. Mechanism Quality is theorized to affect the success rate of a droid build, however with a higher Mechanism Quality also comes a higher Complexity rating. No definitive answer can be found as to what effect the Mechanism Quality rating does for a Droid Engineer.
Personally, I normally will not bother with the Mechanism Quality rating of a component, unless it also affects another quality, such as the case of the Level based modules. When making factory runs, I will experiment on the schematic item until it has a rating above 0.
Part 2 - Components
Adv Droid Brain#
Adv Droid Frame Unit
Adv Droid Motive System#
Droid Brain
Droid Motive
Droid Sensor
Manipulator Arm
Manipulator Arm Package Set
All Components have a Mechanism Quality rating listed in the information screen. The Mechanism Quality rating is believed to increase the success rate of a droids crafting process; however I personally have not found this to be the case. The Mechanism Quality rating does not have an effect on how a droid performs, nor does it affect the HAM, damage, or other values listed on the final deed of a droid.
Experimentation on all Droid Components is done on one of two lines - Durability & Effectiveness. All components require 50% CD and 50% OQ materials to acquire the highest quality. Durability currently appears to be a useless line of experimentation and has not shown to have an impact on any aspect of the crafting process. If you are going to experiment on the components, which is not a requirement to produce the 'best droid' Effectiveness is the line to put your points into.
Personally, I tend to avoid experimenting on hand crafted components and use the above mentioned 3 step macro to craft a few parts. When I create factory runs on components, I will experiment on the part until it has a Mechanism Quality rating of 0 or slightly higher. I suggest that you use Bulk resources when producing all components
Part 3 - Droid Chassis'
Binary Load Lifter ADV Chassis#
LE Repair ADV Droid Chassis#
Surgical ADV Droid Chassis#
R4 ADV Droid Chassis#
R3 ADV Droid Chassis#
R2 ADV Droid Chassis#
Probot ADV Droid Chassis#
Droid Chassis' have three lines of experimentation - Durability, Effectiveness, and Quality. Both Durability and Quality require 50% SR and 50% UT. Effectiveness is listed as being 50% SR and 50% UT; however this is a typo and should be listed as 100% OQ for all 7 chassis types. Experimentation of all chassis types does not appear to have any effect on the overall crafting process, nor does it directly affect the quality of the final build of a droid.
Personally, I tend to not experiment on hand made Chassis', but tend to use as many points as I can on factory run Chassis'. I suggest that you use Bulk resources when producing all droid Chassis'.
Part 4 - Personality Chips
Prissy Droid Personality Chip#
Geeky Droid Personality Chip#
Stupid Droid Personality Chip#
Sarcastic Droid Personality Chip#
Slang Droid Personality Chip#
Worshipful Droid Personality Chip#
Each of the Personality Chips has two lines of experimentation, Durability and Effectiveness. Durability and Effectiveness experimentation are dependent on 50% OQ and 50% CD. Experimentation on either line does not appear to effect any of the Personality Chips, since the only attribute that is affected is the Mechanism Quality. The quality of the Electronics modules does not appear to matter.
Personally, I tend to avoid experimenting on hand crafted components and use the above mentioned 3 step macro to craft a few parts. When I create factory runs on these modules, I will experiment on the part until it has a Mechanism Quality rating of 0 or slightly higher. I suggest that you use Bulk resources when producing all components
Part 5a - Droid Modules (Non-quality)
Category 1 - Cluster Modules
Combat-Capable Socket Cluster %
General Droid Module Socket Cluster%
Category 2 - Standard Modules
Droid Repair Module#
Effects Module
Merchant Barker Module
Playback Module#
Category 3 - Crafting Station Modules
Clothing Droid Crafting Station Module
Food Droid Crafting Station Module
Structure Droid Crafting Station Module
Weapon Droid Crafting Station Module
Ship Component Crafting Station Module
I broke this area down into 3 parts for ease of explaining. Each of these modules has two lines of experimentation, Durability and Effectiveness. Durability experimentation is dependent on 50% OQ and 50% CD for Category 1 and 2 items, where as 50% SR and 50% UT affects it on Category 3 items. 50% OQ and 50% CD affects the experimentation values on Effectiveness for all three Categories. Experimentation on either line does not appear to effect any of the modules in this list, since the only attribute that is affected is the Mechanism Quality.
Personally, I tend to avoid experimenting on hand crafted components and use the above mentioned 3 step macro to craft a few parts. When I create factory runs on these modules, I will experiment on the part until it has a Mechanism Quality rating of 0 or slightly higher. I suggest that you use Bulk resources when producing all components
Part 5b - Droid Modules (Level based)
Droid Armor Module#
Droid Data Module#
Droid Item Storage Module#
Droid Medical Module#
Droid Structure Maintenance Module#
Each of the Level based modules has a rating that is unique to each module type. Armor has an Armor Module Rating; Item Storage has an Item Storage Rating and so on. This rating is based upon 2 factors - the Level of the module and the success of the Experimentation. Each module has a certain rating range that is dependent on the level. I will go over the level to rating ratio and how each module can be stacked in the next section of this guide.
Experimentation consists of 2 lines for each of these modules - Effectiveness and Durability. As usual, Durability does not appear to have an effect on the modules abilities, or any other factor. Durability experimentation is dependent on 50% OQ and 50% CD for all of the listed modules except for the Armor Modules, which are dependent on 50% UT and 50% SR. 50% OQ and 50% CD, is the determining factor in Effectiveness experimentation. Experimentation on this line will increase the Mechanism Quality and the module rating.
Generally, experimentation on these modules is only suggested if you are going to stack 2 lower level modules to gain the rating of a higher level module. Once you are able to produce Level 6 modules, or Level 3 Structure Maintenance Modules, there is little benefit of experimentation.
Personally, I tend to avoid experimenting on hand crafted components and use the above mentioned 3 step macro to craft a few parts. When I create factory runs on these modules, I will experiment on the part until it has a Mechanism Quality rating of 0 or slightly higher. I suggest only experimenting on modules that will be stacked
If you experiment on a Level based Module and achieve an Experimental Effectiveness of 93% or higher, the module will perform as if it was 1 Level higher, due to the high module rating.
Example - I experiment on a Level 1 Data Module and achieve an Experimental Effectiveness of 93%. This success while increase the Data Storage Rating to 3, which is the base rating of a Level 2 Data Module. See Section
Part 5c - Droid Modules (High Quality)
Single Line
Auto-Repair Module
Creature Harvester Module
Detonation Module
Droid Combat Module#
Scout Trap Projectile Module
Double Line
Stimpack Dispenser Module
Each of these modules is completely dependent on experimentation and the resources used to produce the highest rating possible. All of these modules list 50% OQ and 50% CD as the requirements for both Effectiveness and Durability experimentation. I've broken this list down into Single and Double line experimentation, even though all of the modules have 2 experimentation values, with the exception of the Droid Combat Module which has Misc as a listed experimentation value that is not present in the experimentation window, all of the Single Line entries are 100% dependent on Effectiveness Experimentation. All of these parts require the very best resources you can find, in hopes of producing the highest valued droid. All of these modules can also be stacked, in a linear fashion, to produce the maximum rating in a droid. Creature Harvester and Scout Projectile Modules have a maximum rating of 20 per module. Detonation modules have a max rating of 10 and Combat modules have a max rating of 110. Auto Repair Modules have a maximum rating of 25 per module.
Stimpack Dispenser Modules are one of the few products that a Droid Engineer can craft that being a 12 point crafter is recommended. Experimentation on both the Effectiveness and Durability lines are needed to produce the best overall rating. Experimentation on the Durability will result in an increase in the Stim Capacity, with a cap of 100 per module. Experimentation on the Effectiveness will result in an increase in the Stimpack Delivery time, with a maximum rating of 10 per module.
Part 6 - Droid Deeds
Combat Rated
DZ70 Droid%
ADV DZ70 Droid%
LE Repair Droid%
ADV LE Repair Droid%
Probot Droid%
ADV Probot Droid%
R2 Droid%
ADV R2 Droid%
R3 Droid%
ADV R3 Droid%
R4 Droid%
ADV R4 Droid%
R5 Droid%
ADV R5 Droid%
Non-Combat Rated
Binary Load Lifter Droid%
ADV Binary Load Lifter Droid%
MSE Droid%
ADV MSE Droid%
Power Droid%
ADV Power Droid%
Protocol Droid%
ADV Protocol Droid%
Surgical Droid%
ADV Surgical Droid%
Treadwell Droid%
ADV Treadwell Droid%
Droid Deeds have three lines of experimentation - Durability, Effectiveness, and Quality. Both Durability and Quality require 50% SR and 50% UT. Effectiveness requires 100% OQ and appears to be the only experimentation value that will affect a droid. Effectiveness Experimentation is linked to the HAM value of all droids and the To Hit and Attack Speed on combat Droids.. The above list is broken down into two separate groups - Combat and non-Combat rated droids.
It is recommended that you use the highest OQ resources when building any of the Combat rated droids. Non-Combat droids have a very small difference between 0% and 100% Effectiveness, so it is suggested that you only use high OQ materials where requested, or if you have a high abundance of materials.
Part 7 - Flight Computers & Unprogrammed Droid Command Modules
v1 Flight Computer
v2 Flight Computer
v3 Flight Computer
v4 Flight Computer
v5 Flight Computer
v6 Flight Computer
Unprogrammed Droid Command Modules#
Neither the Unprogrammed Droid Command Modules, or the vX Flight Computers have a listed resource quality, at this time. Neither item can be experimented on, because of this. I highly recommend using bulk quality resources when crafting these items.
Part 8 - Kits
Droid Customization Kit#
Droid Repair Kit
Droid Reconstruction Kit
Droid Customization Kits require 50% OQ and 50% CD for the highest rating, with a maximum of 10 uses. The main crafting window lists Quality as an experimentation value, however Durability is still listed as an experimentation field, during the experimentation process. This field was removed from code, but still shows up in the experimentation window. The quality of the Control Unit and Droid Storage Compartment does not have an effect on the number of charges that a Customization Kit can have.
Droid Repair Kits A-D and Droid Reconstruction Kits A-D require 66% OQ and 33% UT for the Experimental Charge field and 40% OQ, 20% MA, and 40% CD for Experimental Effectiveness field. Both items benefit from being a 12 point crafter, and require the best resources that you can find. The kit components, listed below, have a major impact on the overall quality of each tool. The advanced components produce the best overall results, even with low quality resources.
Part 9 - Kit Components
Single Line
Capacitor Discharge Unit
Adv Capacitor Discharge Unit
Redundant Power Supply
Adv Redundant Power Supply
Repair Unit Casing
Adv Repair Unit Casing
Unit Delivery Cartridge
Adv Unit Delivery Cartridge
Double Line
Diagnostic Circuit
Adv Diagnostic Circuit
(Adv) Capacitor Discharge Unit and (Adv) Redundant Power Supply require OQ 25%, 25% CD, and 50% PE for the highest Experimental Effectiveness. These components have a direct impact on the repair strength of the Repair and Reconstruction Kits A-D.
(Adv) Repair Unit Casing and (Adv) Unit Delivery Cartridge require 33% OQ and 66% UT for the highest Experimental Charges. These components have a direct impact on the number of charges that Repair and Reconstruction Kits A-D.
(Adv) Diagnostic Circuit require OQ 25%, 25% CD, and 50% PE for the highest Experimental Effectiveness and 33% OQ and 66% UT for the highest Experimental Charges. These components have a direct impact on the number of charges and the repair strength of that Repair and Reconstruction Kits A-D. This component benefits from being a 12 point crafter.
Part 10 - Misc Items
Non-Quality Items
Arakyd Probe Droid#
Seeker Droid#
Quality Items
Droid Storage Compartment
Interplanetary Survey Droid*
The Arakyd Probe Droid, Seeker Droid, and Interplanetary Survey droid all require resources with 33% OQ, 33% UT, and 33% SR. The Arakyd Probe Droid and Seeker Droids have Durability and Quality listed as experimentation fields, however neither field appears to have an effect on the end result. Interplanetary Survey Droids have Durability, Quality, and Count as the listed experimentation fields. Only Count and Quality appear to affect the final product. Quality experimentation reduces the amount of time that it takes for the droid to report back and the Charge experimentation increases the number of uses of the ISD. ISDs benefit highly from being a 12 point crafter.
Droid Storage Compartments require 50% OQ and 50% CD. If you are going to use Droid Storage Compartments in the different variety of Kits, experimentation and quality do not matter. If the Droid Storage Compartments are going to be used in a Private Crafting Station, then you will want to have the highest quality resources and experiment the Effectiveness line as fully as you can. Every ounce of success on the DSCs will increase the Function Rating of a Private Crafting Station.
Part 11 - Non-Droid Engineer Crafted subcomponents
Artisan Crafted Items - Master Artisan
Control Unit
Electronics GP Module
Electronics Memory Module
Micro Sensor Suite
Armorsmith Crafted Items - Personal Armor IV
Composite Armor Segment
Musician Crafted Items - Novice Musician
Dual Wave Synthesizer
Architect Crafted Items - Buildings 1
Power Core Unit#
This is a list of the non-DE crafted items that you will need to complete your droid crafting process. None of the subcomponents require quality parts or resources.
The Master Artisan parts, which are required for majority of the Master Level Droids and modules, have two fields of experimentation - Durability and Effectiveness. All of the subcomponents, with the exception of the Micro Sensor Suite, require 100% OQ for Effectiveness and 100% UT for Durability. The Micro Sensor Suite requires 100% UT for Durability and 50% OQ and 50% CD for Effectiveness. Effectiveness experimentation appears to be the only field that seems to have an effect, but only on non-droid components. It is recommended using bulk resources on all Master Artisan crafted subcomponents.
The Composite Armor Segments, crafted by an Armorsmith with at least Personal Armor IV, are used in Level 5 and 6 Armor modules. Experimentation and Resource qualities do not appear to affect the quality of the Droid Armor modules. It is recommended that you use bulk resources to produce the segments. Don't bother wasting Krayt Segments or Advanced Composite Segments on these modules.
The Dual Wave Synthesizer is used in the Playback Module. Experimentation and resource qualities do not appear to affect the quality of the Playback Module. It is recommended that you use bulk resources to produce the Dual Wave Synthesizer.
The Power Core Unit is used the Power Droid and Adv Power Droid. Experimentation and Resource qualities do not appear to affect the abilities of the Power Droid. It is recommended that you use bulk resources to produce the Power Cores.
In this section, I will cover how modules stack up with each other and the formulas that are used to discover what the rating mean to the base consumer.
Part 1 - Level Based Module Stacking
Droid Armor, Item Storage, Data Storage, and Medical Modules can be stacked to produce the same rating as a Level 6 module. The following is a chart of how all stackable modules relate to each other
Two highly experimented Level 3 modules, with a rating of 6, can achieve the same rating as a Level 6 module. The Stacking rating is the target number that you are trying to achieve, when stacking 2 or more modules.
The Structure Maintenance Module, though level based, does not have the ability to stack. Here is a chart on the modules progression
Auto Repair Modules, Detonation Modules, Creature Harvest Modules, Combat Modules, Scout Trap Projectile Modules, and Stimpack Dispenser Modules all stack on a linear scale. You need to keep in mind, when stacking these modules, that the listed value on the module is only the rounded down whole number. The Module rating could in fact be 17.5, but will only list as 17. When you stack more then one of the same modules in a droid, the hidden 0.xx values will be added together and will sometimes produce values to the next whole number. IE 17.5 + 17.5 = 35 rating.
Auto Repair Module The Auto Repair Module has a maximum rating of 25 per module. 6 modules can be installed into an Adv R3, to provide 150 points of droid healing, every 10 seconds, to all droids within a 32 meter area.
Detonation Module The Detonation Module has a maximum rating of 10 per module. When installed into a MSE or Adv MSE, a +10 per module bonus is applied, for a maximum rating of 20 in an MSE and a maximum rating of 40 in an Adv MSE. The MSE droids are the only line of droids that provides such a bonus and is considered to be the most cost effective. A Detonation droid will provide approximately 175 points of damage per every 1 point of rating. The damage values appear to have a range of 150 to 200 points of damage per point, so 175 points of damage is only an estimate. Detonation Modules produce Blast damage and are affected by AR and resists, as well as the 75% PvP combat reduction. An Adv R3 can produce the biggest bang, with a maximum Detonation rating of 60.
Creature Harvest Module The Creature Harvest Module has a maximum rating of 20 per module with 120 being the maximum rating in an Adv R3 unit. The Harvest Rating is not a percentage based bonus. An accurate formula has not been presented yet, to determine the bonus that is given from the droid, however it is generally agreed that the following is true.
At Novice Scout, someone with a 100+ rated droid will have an increase of approximately 30%
At 0040 Scout, someone with a 100+ rated droid will have an increase of approximately 20%
At 0020 Ranger, someone with a 100+ rated droid will have an increase of approximately 10%
At Master Ranger, someone with a 100+ rated droid will have an increase of approximately 5%.
What this shows us is that the larger the gap between the rating of the droid and the skill level of the droid user, the higher the percentage of resource returns.
Combat Module The Combat Module has a maximum Combat Ratting of 110 per module and has an absolute maximum Combat Rating of 600 per droid, only available in an Adv R3 Unit. The Combat Rating formulas are pretty straight forward. Don't forget that you must round down all numbers to the lowest whole number, to get the accurate damage out put.
LE Repair Droids: Maximum Speed - Need Data Combat Rating / 600 * 45 + 45 = Minimum Damage Combat Rating / 600 * 55 + 55 = Maximum Damage
The following, put together by Ayno, is an example of how you can determine the To Hit and Attack Speed, based on a droids HAM rating.
E = the Experimental Effectiveness as a decimal (i.e. 73% = 0.73)
S = Atatck Speed
T = To Hit
H = HAM value
Astromech Droids
S = 2 - {1 - [(4500 - H)/1125]}/2
T = 0.33 + 0.08*{1 - [(4500 - H)/1125]}
DZ70 and Probot
S = 1 - {1 - [(3200 - H)/800]}/4
T = 0.33 + 0.08*{1 - [(3200 - H)/800]}
LE Repair Droid
S = 2 - {1 - [(6000 - H)/1500]}/2
T = 0.33 + 0.08*{1 - [(6000 - H)/1500]}
Reference Link = http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=103502&jump=true
Scout Trap Projectile Module The Scout Trap Projectile Module has a maximum Trapping rating of 20 and 10 traps per module, with an absolute maximum rating of 120 and 60 traps, in an Adv R3. Like the Creature Harvest Module, the Trapping rating is not a direct bonus and instead is based upon a comparison of the user’s skill and the droid rating.
Part 3 - Stimpack Dispenser Module
The Stimpack Dispenser Module has a theoretical maximum of 100 Stims / 10 Delivery per module and has a linear stack ratio. The Stimpack Delivery Rating determines the amount of time it takes to issue a stim. The closest equation, to figure out the time between stim usage, that has been suggested is 60 x (1 / Stimpack Delivery Rating) = x seconds, rounded down to the nearest whole number.
Example A Stimpack Delivery Rating of 19 = 3 seconds. 60 x (1/19) = 60 x 0.0526315~ = 3.15789 seconds
Part 4 - ISD Time Formula
The time that an Interplanetary Survey Droid takes to complete its survey is based on this formula 3600 - (27 * Quality) in seconds.
Example: An ISD with a Quality rating of 40 will produce a list of resources in 42 minutes. 3600 - 1080 {27*40} = 2520 / 60 seconds = 42 minutes
This section is devoted to putting all of the above knowledge together and turning out a few droids.
Regardless of whether you run a business based on hand crafted, factory crafted, custom orders, or vendor sales, it is highly suggested that you try to keep some items on hand at all times. Since I tend to lean towards factory crafted components and hand crafted droid deeds, the following suggestions are geared towards crates of factory run parts.
Droid Components I cannot stress the benefit of having crates of factory crafted components at your disposal. Not only do they make the crafting process of a droid run much smoothly, they will also help you when you have the inevitable crit fail on the final build of a droid. I highly recommend that you keep the following parts on hand at all times, whether in a factory or carried around with you. The quantities that I list for each part are my personal suggestions and should be adjusted according to the type of droids styles that you will offer.
50 Adv Droid Brain
50 Adv Droid Frame Unit
50 Adv Droid Motive System
100 Droid Brain
25 Droid Motive
75 Droid Sensor
25 Manipulator Arm
75 Manipulator Arm Package Set
Droid Subcomponents Not as useful as Droid Components, Droid subcomponents are still a necessity during the droid building process. Since the subcomponents require non-Droid Engineer skills, I recommend that you have at least a factory schematic available for your use. Here are my suggestions for the following parts
100 Electronic Memory Module
100 Electronic GP Module
50 Control Units
25 Micro Sensors
50 Composite Armor Segments
10 Power Core Units
25 Dual Wave Synthesizers
Advanced vs Basic Droid Deeds I very rarely offer the Basic style. The Advanced Droid requires a little more work then the basic model, but the enhanced module space is well worth the added time of crafting an Adv Droid. An MSE is the only droid that I will offer in the Basic model, but only as an inexpensive form of Storage droid, using 1 Level 6 Item Storage module. The following a list of the Advanced Droid Chassis' and how many I suggest of having around at any given time, to help keep up with stock and custom orders.
5 Binary Load Lifter or BLL
5 LE Repair Droid
10 Probot
5 Protocol Droid
10 R2 Unit
10 R3 Unit
5 R4 Unit
5 Surgical Droid
Keeping each of these on hand will help to ensure quicker build times, which in the eyes of many customers is key to good business.
Droid Modules Without a Droid Module, most droids are nothing more then eye candy. Having a good selection of Droid Modules on hand will help you out in the long run. Since many of the Droid Modules are dependent on quality and rare resources, having a factory crate of certain modules makes the crafting process go along a lot more smoothly. The following list is comprised of only the modules that I have found to sell the best. I highly recommend that you keep the following parts on hand at all times, whether in a factory or carried around with you. The quantities that I list for each part are my personal suggestions and should be adjusted according to the type of droids styles that you will offer.
25 Stimpack Dispenser Modules
25 Droid Crafting Station Module (of each type)
25 Droid Data Module (of highest level you can produce)
25 Droid Item Storage Module (of highest level you can produce)
25 Droid Medical Module (of highest level you can produce)
25 Droid Structure Maintenance (of highest level you can produce)
50 Droid Armor Module (of highest level you can produce)
50 Droid Combat Modules
50 Creature Harvest Module
50 Detonation Module
50 Auto-Repair Module
Part 2 - The Droid Types
Many people feel that the more modules that a droid can be equipped with, the better. If this was the case, only the Adv R3 unit, with its room for 6 modules, would be the only droid ever built. Luckily, people like verity and certain of the Chassis types. The following suggestions are my personal views based upon many months of sales. Such things as target market, pricing, and server demand will effect what droids are bought.
As stated earlier, I tend to stick with the Advanced versions of all droid types, with the exception of the MSE. The following is a list of the Droid types that I keep in stock and suggested configurations.
R2 Unit
3 Crafting Stations and Item Storage, and Data Storage
Max Medical, Chemical Crafting Station, Item Storage, and 2 Stim Pack Modules
R3 Unit
4 Crafting Stations, Item Storage, and Data Storage
6 Combat Modules
1 Combat Module and 5 Auto-Repair Modules
6 Playback Modules
6 Effects Modules
6 Creature Harvest Modules
6 Stimpack Dispenser Modules
6 Detonation Modules
R4 Unit
Max Medical, Item Storage, and Chemical Crafting Station
1 Crafting Station, Item Storage, and Data Storage
R5 Unit
This is the only Droid type that I typically do not stock due to the limited module space and unpopular look. Others may have success with sales of this Droid type. The R5 Unit makes a good choice for an inexpensive droid that could be offered on the Bazaar. With the changes added with JtL, a Level 1 and 2 Data Storage Module would make this a good starter Pilot droid.
Probot
5 Combat Modules
5 Scout Trap Projectile Modules
5 Auto-Repair Modules
5 Stimpack Dispenser Modules
Max Medical, Item Storage, Chemical Crafting Station Module, and 2 Stimpack Dispenser Modules
1 Combat Module, 1 Crafting Station, and Item Storage Module
Item Storage Module, Structure Maintenance Module, and 1 Crafting Station
Protocol Droid
Max Medical and Item Storage
Merchant Barker Module and Item Storage
1 Crafting Station and Item Storage
Surgical Droid
Max Medical, Chemical Crafting Station, 1 Stimpack Dispenser Module
Merchant Barker Module, Max Medical, and Chemical Station
MSE 'Mouse" Droid
Item Storage (Basic Model)
Data Storage (Basic Model)
2 Detonation Modules
Power Droid 'Gonk'
Repair Module
Item Storage
1 Crafting Station
Max Medical
Binary Load Lifter
Item Storage, 1 Crafting Station, and Structure Maintenance Module
Item Storage, Data Storage, and Structure Maintenance Module
Max Medical, Item Storage, Chemical Crafting Station
Treadwell 'WED' Droid
Item Storage and Structure Maintenance Module
Item Storage and 1 Crafting Station
Item Storage and Data Storage
1 Crafting Station and Structure Maintenance Module
Part 3 - Droid Accessories
In order to run a well stocked shop, I recommend that you keep 10 to 20 of following items in stock at all times
4 Charge Droid Batteries (Crate of 25)
Droid Repair Kits (Singles, Crate of 5, Crate of 10, and Crate of 25)
Droid Customization Kits (Singles, Crate of 5, Crate of 10, and Crate of 25)
Part 4 - Multi-use Droids
Interplanetary Survey Droids, Seeker Droids, and Arakyd Probe Droids are all expendable use droids. I recommend that you keep 5 to 20 of the following in stock.
Seeker Droids (Crate of 5)
Arakyd Probe Droids (Crate of 5)
Interplanetary Survey Droids (Singles, Crate of 5, Crate of 10)
Part 5 JtL Specific Items
Now that JtL is upon us, I suggest that you try to keep the following items in stock. Majority of the JtL sales will come from Flight Computers, since only a limited number of Rebel ships can have an Astromech equipped.
25 v1 Flight Computer
25 v2 Flight Computer
25 v3 Flight Computer
25 v4 Flight Computer
25 v5 Flight Computer
25 v6 Flight Computer
Unprogrammed Droid Command Modules (10 Crates of 5, 10 Crates of 10, 10 Crates of 25)
This section is designed to cover some of the more general questions that arise and have not been covered in any other section in this guide.
Part 1 - Module Definitions
Droid Service Module Harness This is the term used for any droid module including Storage, Crafting Stations, Effects Modules, etc. Droid Combat Modules can not be installed in this slot.
Droid Defensive Module Harness This is the term used for the level based Droid Armor Module
Combat Capable Service Modules This is the term used for the Droid Service Module Harness slots in a combat rated droid. This slot indicates that a Droid Combat Module can be installed
Combat-Capable Socket Cluster The Combat-Capable Socket Cluster can accept any of the Droid Service Module Harnesses, including the Droid Combat Module. Up to 3 modules can be placed into the Cluster and can only be installed in the Adv R3, Basic R3, Adv R2, Basic R2, Adv Probot, Basic Probot, and Adv LE.
General Droid Module Socket Cluster The General Droid Module Socket Cluster can accept any of the Droid Service Module Harnesses, excluding the Droid Combat Module. Up to 3 modules can be placed into the cluster and can only be installed in the Adv BLL and Adv Surgical Droids.
Astromech An Astromech is one of the R-Series Droids, such as an R2. Pilots have an Astromech Level rating, which is based upon what tier Pilot they are. In this case, Astromech is referring to an R-Series Droid with a Data Storage Module installed, or a Flight Computer. The Pilot's Astromech rating is equal to a Level 1 - 6 Data Module or Flight Computer.
Part 2a - Droid Engineer Skill Enhancements
Droid Engineer Skill Enhancement Tapes can be randomly found as loot off of any NPC. Low level NPCs can drop +1 and +2 SEAs, at a rate of approximately 1 in 1000. As an NPC increases in level, so does the bonus of the SEA. Night Sisters, Tusken Raiders, and Sith are 3 NPCs that have been suggested as having a higher chance of dropping SEAs with a +3 or above bonus. +25 is the maximum bonus that can be applied to any skill. Anything over +25 in SEAs does not imply a bonus.
Droid Complexity Droid Complexity tapes no longer work at this time. Before Publish 6, Droid Complexity tapes would lower the over all complexity of each DE crafted item
Droid Customization Droid Customization tapes are of very limited use at this time. They are only of limited use to a Novice Droid Engineer by providing additional droid customization options. Once a DE has a +64 Droid Customization skill, the SEA no long provides any benefit
Droid Assembly Droid Assembly tapes provide an increased chance of success, when crafting. At this time, it is unknown what kind of bonus Assembly tapes provide, but it is generally believed that Assembly tapes increase the over all success rate as well as increase the chance of Amazing successes.
Droid Experimentation Droid Experimentation tapes provide +1 Experimentation point for every +10 points of Droid Experimentation, with a maximum of +2 extra Experimentation points.
Droid Engineer Toolbelt The Droid Engineer Toolbelt provides a Droid Engineer with +5 Assembly, +5 Customization, and +3 Experimentation. DE Toolbelts offer a rather nice bonus, but at a cost. The Droid Engineer Toolbelt is worn in place of a backpack.
Part 2b - Putting together a DE suit
In order to put together the best set of Droid Engineer clothing, I suggest that you track down a Master Tailor that is willing to put together a custom order. A suit of a Hat, Shirt, Jacket, Pants, Belt, Gloves, and Boots will maximize the clothing items that Droid SEAs can be placed in. When looking for clothes, I suggest looking of clothing that has at least 3 sockets, with 4 sockets being preferable.
Never place tapes with the same mods into the same garment, since the only the highest bonus will be applied. If you change into armor for combat, I would suggest that you try to stay away from putting the CA in belts and shirts, since they will not be removed when equipping armor. Make sure that you place your DE suit in a safe place, when ever going into combat, to safe guard against decay.
Part 3 - Droid Do's and Don'ts
This is just a list of suggestions for all new Droid Engineers.
Do...
read Gorantoth's Centralized Droid Issues Thread. This it the most up-to-date list of all known droid issues read the stickies on this forum for all of your droid related information.
spend some time getting to know your profession. Gets some ‘hands on’ time stacking modules together.
write up a few E-mails that answer a few of the more common questions such as those related to modules and what droid type can hold how many modules.
feel free to use any information listed in this guide to help educate Droid owners, or help out other Droid Engineers.
try to keep in contact with other Droid Engineers on your server. Having an open relationship with other DEs on your server will help everyone in the long run.
rename each droid deed to reflect what modules are installed. This will help your droid sales by keeping your customers better informed.
try to have a few K of each of the named resource types, even if they are low quality.
Don't...
forget to read Gorantoth's Centralized Droid Issues Thread.
forget to keep your customers informed of any known bugs. The Structure Maintenance Module is a good example of this suggestion.
forget that only the DZ70 and Probot have innate combat skills. Keep this in mind when adding such modules as the Auto-Repair Module.
undercut your fellow Droid Engineers. Some price competition is healthy for the economy, but pricing droid well below others on the same server hurts everyone.
Droid Pricing, sort of a guide. by Straker_Atrella
First thing to consider is that all servers are different. Some servers are considered "rich" others less so. If a set of Composite armor normally sells for 350k on one server, yet 200k on another, obviously Droids and other prices should scale as well.
One thing to remember though is that no matter what server, people will still make the same amount of money running missions. With a full set of buffs, a master combatant can make a million credits every 3 hours. So no matter what server, there are credits out there.
The following are things to consider when pricing a droid or supply.
1. Resources used. Obviously, if more resources are used, you should be paid for them. The quality of the resource matters as well, if you paid 30 cpu for a resource, you need to ensure you get your money back. In my opinion this is more something that you should use to ensure your covering your costs, rather then using to price your Droids. Take a look at CPU costs on weapons, armor, foods, and other stuff. You will see that those are going for obscene amounts. Make sure your costs are covered, consider this, but weigh other factors more closely.
2. Difficulty to make. If something takes 10 factory parts and 20 minutes to make, and something else takes 2 factory parts and 2 minutes to make, there is a much different time investment. Again, this is more of something for you to consider, rather then base a price from. Ensure you’re getting paid adequately for your time, yet other factors weigh much heavier.
3. How long will the item last, and resale possibilities. This one is HUGE. Droids effectively last forever, so when you buy one, you have it for life. People pay 300k+ for armor that will wear out, millions for weapons that will wear out, 100k or more for crates of food that will be eaten. So obviously, if people are willing to pay money for stuff that will wear out, what makes you think they won’t pay a decent amount for something that will be there forever. If you sell a "Utility Droid" that has a Med mod, all 4 crafting mods, and a storage droid to somebody, they will have that droid FOREVER, no matter what profession they do; they will never need another crafting droid again. This should be considered strongly.
4. What the droid will be used for. Another large factor, some of our Droids are used for "work" others are used more for fun or luxury purposes. If the Droid is a worker, will it make its owner money? Harvesting Droids for example can make their owner millions of credits, they know this, and they will happily buy a good Harvesting droid. Doctors can sell buffs, it only takes a few sales, and then their droid is covered. Again, it will last forever, everything else is pure profit. Yet the opposite is true as well. Entertainers for example don't make much money; their droids are just for fun, price accordingly. If the droid will make it's owner money, make sure you get your money as well.
5. How good is your item? Some of our items quality matters, and others don't. For the ones that quality matters on, charge what your item is worth. For example, if you KNOW your combat droids are not as good as what others are selling, or the server can make. Don't charge top of the line prices if your droid isn't top of the line. If you lie to your customer or mislead them, they wont be back. Honesty and fairness sell more droids then deceit.
6. What others are charging. I'm all for a fair market, new people need a chance to get into the business as well. However, quite often people make the mistake of thinking that if they drastically undercut others prices; they will sell more droids and build a clientele. They lose money. If the standard cost for one type of droid is 50k, then you sell the same droid for 25k, you just lost 25k. You need to sell 2 droids to make as much as you would have. There is a reason that 50k is the standard cost, people are willing to pay it. If people walk into your shop and want a med droid, they are going to buy a med droid (assuming you have what they want.) They will pay 50k or 25k, or whatever, as long as the amount is fair. Every time you sell a droid for drastically cheaper then what others are, don't think that you made money. You lost money; you lost the difference between the standard cost and what you’re charging. If you start low then try and raise your prices later, people won't come back.
7. What the market will bear, and how fast things move. If you really take into account items 1-6, our droids should cost a LOT more then what they do now. Especially when you figure what people pay for items that wear out. When you consider all of this, a good droid should go for 200k+, yet they don't, they simply will not sell at that cost. Honestly, this is a hole we dug ourselves into. If you weigh all of these points, then charge 200k for a droid, there will always be somebody who totally ignores all of them. They will sell the same droid for 30k. Obviously, people will buy the cheaper droid. Yet ironically, the person selling the droids for 30k, sells lots of droids, yet makes little money. Quite often they quit. People got used to the 30k droids; they don't want to go back to paying what the droids are really worth at 200k. People undercutting prices, coupled with droids not being as useful in the beginning, are a large part of why DE's don't get their true value out of their droids. So basically when pricing new items, it is better to start high then low. People are always happy to see prices come down, yet not happy to see them go up. If they are moving to slow, they may be to high, to fast, priced to cheap. Yet as I said, easier to move them down then up
By considering items 1-7, you will have some decent guidelines to pricing your droids. Plus at the same time, you will be a healthy part of the droid economy. If you don't follow them, or only follow certain parts, like number 1 charging by CPU only, you are not only further ruining the droid economy, you are losing money.
My pricing system. Keep in mind this is for Scylla, it may not work for your server, ours is considered a "rich" server.
Chassis: 10k flat cost. Some like the R3 (15k) cost a little more, other like the BLL or power droid; I charge 40-50k for just the chassis. MSE droid? Yep 10k, at least for my non-detonation versions. They are going to have even that MSE droid forever. Detonation droids are harder because they won’t be around forever. Other then that though, 10k a chassis is a good starting point.
Modules: 10k a module as a start. I tend to scale the quality and non-quality resources on the final droid.
So just using 10k for the chassis (or more for harder ones,) then 10k per module gives me easy numbers to work with. An R2 with 3 modules is 40k, an R3 with 6 is 75k, a BLL with 3 is 80k.
NOW I take a hard look at numbers 1 - 7. Then I scale the droid appropriately.
My combat and tank droids use expensive copper (had to buy,) 1000 OQ fibro, plus they have armor. Yet at the same time, they really don't make their owners much money. Although Combat mission pay well. So after considering everything, I add 5k, for a good resource cost to get 80k.
For Med and Crafting droids, quality resources don't really matter. Yet people NEED them, plus they make their owners money. So in the end, for these droids 1-7 cancel each others out, and I stick with my flat chassis and module costs.
Entertainer Droids, quality doesn't matter, Entertainers don't make much money, they don't need the droid. 10k off the price, so 65k.
Harvesting droids. Quality matters. Add 10k to the droid. My Harvesters are better then others on my server, I could jack the prices up even more, but number 7 makes sales slow down. They move at a decent rate at 85k.
The list goes on and on. The 10 k chassis and 10k per module cost really translate well for many droids, because they all have pluses and minuses. If you use that, then scale, most peoples prices will end up about the same. I may scale up 5k, you may scale down 5k, a 10k difference on especially an 80k droid is not bad for the economy, or your wallet.
In summary. We also need to think of the future. If JTL is done right, droids will be needed, perhaps as a single buy, perhaps as a resale item. No one person (or couple of people,) will be able to handle the droid load of the entire server at once, even though we may wish we could. If people are used to buying 30k droids from you, they are going to want to keep getting 30k droids. Some changing of prices will be one thing, but will only work so much. Overcharging and undercharging is bad for everybody.