OK well since there isnt a comprehensive listing that I could find anywhere, why dont I start one here and post what I have, and I'll fill it in with any new info that any of you have if anyone gives me any feedback or cares =) Its all preliminary right now, so please post corrections and I'll edit them in.
Droid routines will not show any differences in numbers displayed on your ship layout in-flight, except for damage incurred by overload commands. Certain pilot commands such as /eshields, /ethrust and /epump will also reset all systems to default upon completion, as will landing planetside, repairing, and dying. Hyperspacing will not reset your ship, however.
Astromech/Flight Computer Data Storage and Speed (provided by SciguyCO)
Level 1: 20 capacity
Level 2: 40 capacity
Level 3: 70 capacity
Level 4: 110 capacity
Level 5: 125 capacity
Level 6: 150 capacity
Most droid commands, unless otherwise stated, will execute in (Interface Speed * Level of Command) seconds. That is, with a 15.0 speed interface, level 1 commands take 15 secs, level 3 take 45, level 4 take a minute. Overload routines of all levels were tested to take (Interface Speed * 5) seconds, either by bug or design. Droid commands will not "wear out" over time like ground-side buffs, but last until reset by a pilot command, death, landing on a planet, or being overridden by another droid command.
Mute Droid Data Size: 5 Keeps your droid from making random noises
REBEL ROUTINES
Shield Normalization Data Size: 5 Redistributes shields to 100%/100% of normal hitpoints and regeneration rate
Shield Front/Rear Adjustment (update by Loki_Ashaman) Light Data Size: 5 Redistributes shields to 120%/80% of normal hitpoints and regeneration rate Moderate Data Size: 10 Redistributes shields to 150%/50% of normal hitpoints and regeneration rate Heavy Data Size: 20 Redistributes shields to 175%/25% of normal hitpoints and regeneration rate Extreme Data Size: 25 Redistributes shields to 190%/10% of normal hitpoints and regeneration rate
Shield Front/Rear Reinforcement Note: if there is less damage to the recipient shield bank than is being transferred in, the remainder is lost; that is, if you're sending 250 points from front to rear shields but only 100 points of rear shield damage have been incurred, the front shields will still lose 250 points. Light Data Size: 5 Redistributes 25% of existing power from one shield bank to the other Moderate Data Size: 10 Redistributes 50% of existing power from one shield bank to the other Heavy Data Size: 20 Redistributes 75% of existing power from one shield bank to the other Extreme Data Size: 25 Redistributes 100% of existing power from one shield bank to the other
Emergency Shields (provided by Atanmir) All the surplus energy is lost. Command time is 3*droid interface command speed.
Front
Data Size: 35
Redistributes 75% of existing power from back shield bank to front and 75% of remaining capacitor energy to front shield.
Rear
Data Size: 35
Redistributes 75% of existing power from front shield bank to back and 75% of remaining capacitor energy to back shield.
PRIVATEER ROUTINES
Reactor Stabilization Data Size: 5 Resets reactor to default settings
Reactor Overload - (provided by Kitten_Starsider) testing was done for RO3 and 4, 1 and 2 are just projected based on those values, and some testing still needs to be done for those to confirm Level One Data Size: 5 Increases reactor output by 15%; incurs damage on the reactor Level Two Data Size: 10 Increases reactor output by 30%; incurs damage on the reactor Level Three Data Size: 20 Increases reactor output by 60%; incurs damage on the reactor Level Four Data Size: 25
Increases reactor output by 90%; incurs 30 damage on the reactor, which will cause decay
Capacitor Overload (provided by Coreena) Level One Data Size: 5 Maximum energy increased 25%, recharge rate increased 50%, incurs 2 damage Level Two Data Size: 10 Maximum energy increased 50%, recharge rate increased 100%, incurs 4 damage Level Three Data Size: 20 Maximum energy increased 75%, recharge rate increased 200%, incurs 8 damage Level Four Data Size: 25 Maximum energy increased 100%, recharge rate increased 300%, incurs 16 damage, which will induce decay
Capacitor to Shield Shunt (inferred from data provided by Loki_Ashaman)
Level One
Data Size: 5
Converts 25% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
Level Two
Data Size: 10
Converts 50% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
Level Three
Data Size: 20
Converts 75% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
Level Four
Data Size: 25
Converts 100% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
IMPERIAL ROUTINES
Weapons Normalization Data Size: 5 Resets weapons to default settings
Weapons Overload (numbers update from Imaridril) Level One Data Size: 5 Increases weapon damage by 50% and energy per shot and reactor drain by 43% (n/.7); incurs damage on all weapons Level Two Data Size: 10 Increases weapon damage by 100% and energy per shot and reactor drain by 100% (n/.5); incurs damage on all weapons Level Three *currently understood to be bugged* Data Size: 20 Increases weapon damage by 150% and energy per shot and reactor drain by 333% (n/.3); incurs damage on all weapons Level Four Data Size: 25 Increases weapon damage by 200% and energy per shot and reactor drain by 1000% (n/.1); incurs damage on all weapons, and may induce decay, needs confirmation
Engine Overload Level One Data Size: 5 Increases maximum speed and turning rates by 10% and reactor drain by 43% (n/.7); incurs damage Level Two Data Size: 10 Increases maximum speed and turning rates by 20% and reactor drain by 100% (n/.5); incurs damage Level Three Data Size: 20 Increases maximum speed and turning rates by 30% and reactor drain by 333% (n/.3); incurs damage Level Four Data Size: 25 Increases maximum speed and turning rates by 40% and reactor drain by 1000% (n/.1); incurs damage that will induce decay
Weapons Tuning (numbers are mostly inference and guessing at this time, data from testing def. needed)
Level One
Data Size: 5
Decreases damage and capacitor use by 10%, reactor drain by 30% (n*.7)
Level Two
Data Size: 10
Decreases damage and capacitor use by 20%, reactor drain by 50% (n*.5)
Level Three
Data Size: 20
Decreases damage and capacitor use by 30%, reactor drain by 70% (n*.3)
Level Four
Data Size: 25
Decreases damage and capacitor use by 40%, reactor drain by 90% (n*.1)
Engine Tuning (same deal here, mostly just guessing)
Level One
Data Size: 5
Decreases max speed and turning rates by 10%, reactor drain by 30% (n*.7)
Level Two
Data Size: 10
Decreases max speed and turning rates by 20%, reactor drain by 50% (n*.5)
Level Three
Data Size: 20
Decreases max speed and turning rates by 30%, reactor drain by 70% (n*.3)
Level Four
Data Size: 25
Decreases max speed and turning rates by 40%, reactor drain by 90% (n*.1)
Updated RO3 and 4 based on new tests; values for EO were confirmed. Continuing to update as more numbers and test results are being shared. Are the data sizes accurate for all the levels? Is it 5-10-20-40? 5-10-20-25? Or is it different for different programs? Thanks for everyones input!
Message Edited by droid327 on 04-09-2005 04:09 AM Message Edited by droid327 on 06-19-2005 08:24 PM
Jekk Badlander Lowca Commando - Rebel Pilot ------------------------------------------------ Factor
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