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Introduction to Version 4

Sketh Rial

This manual is intended as a manual for Droid Owners. It is not intended as a full DE guide - there are some great guides on the SOE boards. However, this post should cover most everything you need to know about owning a droid.

Version 4 incorporates changes made in the Febuary publish, and comments made on version 3.


Training Droids

So, you got this new droid deed. What to do?

Well first, you have to tame it from your backpack. Use the radial menu, and select tame. This will bring the droid out for the first time. After this, the droid will be stored in your data pad, not your pack.

Now, you want it to do tricks Well, here is how you teach it.

Use the radial menu to select Program.

Select the skill you want to program. The droid will respond with a ?

Type the following

/say name command

Where name is the optional name you want to give it, and command is the command you want to bind to what you are training. For example, lets say you have you have a droid that you want to name Snoopy, and you want to train it to follow. You might then select the Follow option from the programming list, then type:

Snoopy follow

Note that naming a droid is optional - you can leave out the name in all the training steps. Also, note that names and commands are case sensitive (hence,in the above example, typing /say snoopy FOLLOW would not make the droid follow you). Also, the same name filter is on for droids, so no numbers or special characters are allowed. Fianally, human form droids (3P0's, LE Repair and Surgicals) do not accept names at all.

When the droid accepts the training, he will respond with a !

Once you train about 5 commands, the droid will take on the name you are using to train him. Also, note that you must use the phrases to train him in public chat (don't try to give your droid a direct tell).

If you change a droid's name, make sure to retrain all the commands that had the name bound to it.

Note that the "human form" droids (surgical, repair, protocol) cannot be named.

Once you have trained a command, you can use it again by saying, for example, "snoopy follow"

The most important commands to train are, group, follow, stay, befriend, patrol, set patrol point, delete patrol point. In the case of the probot, you of course want to train the attack and guard command command. Do NOT train delete... there is not point... that sets the droid free, and you will never control him again. I list group first, because if you are solo hunting, and group with your droid, you will get the exp bonus for fellows without having to share exp with the droid. So, I really think that those that don't yet have droids need one. Also, having a probot or BLL grouped with you can result in higher missions when you go to the mission terminal.

While you can only have one droid out at a time, the formation commands can be used to set the offset of the droid. It appears that they intended to allow for multiple droids at one point, but no longer do so. However it has been reported that Column will have the droid follow directly behind and Wedge will have the droid off to the left and a little behind.

There is one other usefull item - the /tellpet command. This will allow you to give your droid commands without having to "spam" the surrounding area with the commands to your droid.

It is also possible to assign macros to the commands. This way, if you wanted to have your Probot named Faust, but did not want to type "/tellpet Faust attack" every time you wanted him to attack, you could just assign that string to a macro, then assign the macro to a function key.


Types of Droids

At this point in time, there are four basic types of droids:

- Battle Droids
- Bounty Hunter Droids
- General Function Droids
- Specific Function Droids

Note: AT-ST's are NOT DE made droids.

Battle Droids have inherrent combat abilities (attack). Defense in all droids is based upon the armor modules placed in the droid. In addition, extra functionality can be added to these droids by adding functional modules. Currently there are two battle droids - the probot and the DZ70.

Bounty Hunter droids are special use droids used in the investigation line of the bounty hunter line, and will not be covered in detail here. These are the Seeker and Probe droids (note: not probots). In general, though, seeker droids are used to find a target on the planet you are on (investigation 1 and 2), and probe droids are used to find marks on other planets (investigation 2, 3 and 4). Both seeker and probe droids have multiple charges.

General function droids are the non-combat droids. There is no inherrent functionality in these droids, but functionality can be added by having functional modules installed when the droid is crafted. Note that modules can only be placed in a droid at the time of crafting - once the droid is crafted, it's abilities cannot be changed. General function droids can have armor added for defense.

Specific Function Droids are non-combat droids with inherrent functionality. There is one such droid at this point in time - the Power Droid. Currently, the repair droid is bugged, and cannot repair even if a repair module is installed in it, and the surgical droid must have medical modules installed to be used to assist in healing.

All non-inherrent functionality is determined completely by the modules that are mounted in the droid. These modules currently allow medics to heal outside the cantina, crafters to craft as though the droid were a personal crafting station, repair of other droids, and item and data storage.


Droid Chasis

The following droid chasis are available:

MSE & MSE Advanced - These are the little beeping shoeboxes on wheels. The MSE has a single module slot, the MSE advanced has two sockets.

DZ-70 & DZ-70 ADV - Little silver spheres with legs that float around. They are somewhat like Darth Maul's seekers in Episode I (though, what Darth Maul actually had was seeker droids). As combat droids, they are capable of attack. The basic model does 20-30 damage, has 45 HAM and have a spot for armor and a module. The advanced model has about 180 HAM, and does slightly better damage.

R5, R4, R3, R2 & ADV models - These are the famous R-series droids from the movies. The better the model, the better the droid, in so far as it can hold more moduels. See below for a description of the modules.

Probot & ADV - The battle droids. For the first month of the game, they were uber, then they were nerfed, and the December patch made them pretty nice again, though not as nice as they were in the first month. They can hold armor; the basic probot has one slot, the advanced has two for utility modules.

The Surgical Droid & ADV - There is a common misconception that this droid would have inherrent healing abilities, but it does not. The most comon configuration is to place a food/chem station and a L6 healing module in it. Item and data storage do not work in this droid. It can also take a personality chip to make it talk. Currently, only the sarcastic and worshipful personality chips work reliably - though the other's have been reported to work sporatically.

LE repair droid - There is a problem with this droid - it cannot repair, even if a repair module is placed in it. It is just another chasis at this point. It does look pretty cool, though.

Protocol Droid - A very cool looking 3P0 type droid. This droid can hold a single module.

Binary Load Lifter - The huge, lumbering fork-lifter looking droids. There is room for a single module in this droid.

Treadwell Droid - Another chasis that can hold a single module.

Power Droid - This is one of the few droids with inherrent functionality. The power droid can power up other droids 5-10 times before it needs a charge itself.


Chasis Module Capacity

The following lists the the maximum number of modules a droid can hold:

One module:

MSE
DZ70
Power
ADV Power
R5
R4
Treadwell
Protocol
ADV Binary Load Lifter (BLL)

Two modules:

ADV MSE
ADV DZ70
ADV R5
ADV Treadwell (WED)
LE Repair
Surgical
Probot
ADV Protocol

Thre Modules:

ADV R4
ADV LE Repair
ADV Surgical
R2
R3

Five Modules:

ADV R2

Six Modules:

ADV R3

Note that droids that can take a personality chip do not loose a module slot by having the personality chip installed. Those droids which take a personality chip have a special slot for the instalation during the crafting process.

The droids that take a personality chip are the normal and advanced LE Repair droid, the normal and advanced surgical droid, and the normal and advanced protocol droid.
 

Droid Armor

Most droids can have armor installed. There are 6 levels of armor, that corrorspond to the six levels of droid armor modules.

Armor Level 1 - 15% resists, light armor
Armor Level 2 - 25% resists, light armor
Armor Level 3 - 40% resists, light armor
Armor Level 4 - 15% resists, medium armor
Armor Level 5 - 25% resists, medium armor
Armor Level 6 - 40% resists, medium armor

The resists are to all types of damage.


Droid Repair

Droid damage heals slowly over time. Droids with repair modules can heal another droid's wounds, but not their own.

At one point in time, there was a Droid Repair Kit. This is not currently in the game.

Droid vitality loss, which occurs when a droid is DB'ed, cannot be healed. Eventually, a droid will be worn down to the point that you will need to buy a replacement.

It should be noted that the droid repair module does not function in the LE Repair Droid, nor does it work in a power droid.

Note: As AT-ST's are not crafted droids, they cannot be repaired with the Droid Repair module.


Med Droid Notes

Droids with medical modules allow healers to heal outside of a medical center. In addition, Medical Droids with the advanced med mods (L6 or dual L4's) give a bonus to healing. Note that a medical droid with less than a L5 medical module will impair healing - but will allow healing outside the medical center. The higher the level of module, the better the healing. There is a cap of 110% efficiency (meaning that the healer gets a 10% bonus over his normal capabilities.

Med droids do not work in the Cantina, to prevent entertainer/healers from being able to heal everything in the cantina.

If your med droid stops allowing you to heal, give it a command. If it responds with "low power" you will need to feed it more batteries.

The droid must be fairly close to you for it to allow you to heal.

One tactic for using a med droid: you can tell him to STAY at some point, then advance to attack... This way, your droid will still allow you to heal, but will not get into the fray.


Droids and Combat Damage

Currently, only the Probot and the DZ70 are combat capable - though that is scheduled to change.

No droid is permanently destroyed on death. Rather, it will loose vitality, and eventually wear out. Loss of vitality results in permanent loss of HAM. Note that there is no way to heal vitality.

There is no way to repair droid damage except by waiting for it to heal itself. However, droid mind and action wounds can be healed by another droid with a droid repair module installed in it. It should be noted that there is no way to heal your own droid's wounds, as a droid repair module can be used only to heal another droid, and you can only have one droid out at a time.

Droid mind wounds can be healed by adding power, either via a battery or a power droid.


Probot Notes

Probots are combat droids. As noted above, they have changed quite a bit over time. Depending on the quality of materials used to make the probot, and the amount of experimentatino, they range in stats as follows (thanks to Drashk for posting these):

0% Exerimentation Effectiveness
HAM 819
Speed 2.45
To Hit 0.21
Damage 60 - 80 (69 - 85)

45% Exerimentation Effectiveness
HAM 824
Speed 2.42
To Hit 0.22
Damage 70 - 80 (71 - 86)

100% Exerimentation Effectiveness
HAM 828
Speed 2.4
To Hit 0.22
Damage 70 - 80 (72 - 88)

Many people report that the best way to use a probot is to use guard command. This will keep the probot from running into battle to fast and getting killed as more mobs agro on it.

The Incap animations for the Probot have changed as of the December 16 patch. When ever a Probot is incapped, it will now stay in its disassembed state until it stores.


Crafting Stations

Any droid that can hold modules can have the crafting station modules placed in them. This causes the droid, when out of the data pad, to act as a private crafting station.

A well made droid crafting station appears to be as good as a high level crafting station made by an architect. However, there is no proof - just the general feeling on the DE boards. The actual relation between the droid crafting station numbers, the overall droid quality, and an architect station is unknown.

Just as there are four types of architect crafting stations, there are four types of droid crafting stations. At one point in time, droids could only have one (functional) crafting station in them. Now, multiple crafting stations may be placed in the droid - as long as there are enough slots for them. The following are available:

Clothing Crafting Station
Food/Chemical Crafting Station (this is the one that medics need)
Weapon/Droid/General Crafting Station
Structure Crafting Station

These types of crafting stations correlate to the tool types.

Crafting stations do not stack. Hence, having your droid out when next to your private crafting station will not increase your product. You will be using whichever crafting station you are standing closer to.

Note that a droid with *low power* can still be used as a crafting station - the battery level of a droid does not affect the droid's ability to function as a crafting station.


Personality Chips

These modules only work in the humanform droids (surgical, 3P0, LE Repair), and allow the droid to talk to you.

The following types are available: stupid, sarcastic, slang, prissy, worshipful and geeky. Each one has different, random responses and phrases that the droid can say.

They are "ear candy" - pretty cool, but have no bearing on how the droid actually works.


Storage of Data and Items in Droids

This has been fixed up a fair bit. A droid can hold up to 10 items, and lots of schematics, depending on whether or not the droid has the correct item and data modules. The higher the level of the storage module, the more the droid can hold.

Note that there is a hard cap of 10 items for an item module, and 150 schematics for data modules. No additional modules will increase this number.

Currently, items in droid storage do not appear to be subject to Imperial scan, and do not take damage on death. The devs have been asked for clarification on whether or not this is intentional.

Item and data storage do not work in the surgical and advanced surgical droids.


Droid Power

Droids require power. There are two sources of power: batteries, and power droid.

When a Droid is low on power, it will say, "*low power*" and will not function properly.

To use a battery, have a battery, out of the crate, in your primary inventory. Select the radial menu, and click on RECHARGE. This will draw a single charge out of the droid battery (note that a droid battery can have more than one charge).

Droid charge does not appear to stack. So, if you dump 20 batteries into a droid at once, it will not make that power last any longer than if you had just dumped one charge into the droid.

A power droid can be used to power one other droid at a time - hence, if you own a power droid, you can only power someone else's droid, as you can only have one droid out at a time.

Power droids can power multiple other droids before needing a recharge of their own.

Different droids pull power at different speeds. Probots appear to eat power faster than R-series droids, for example.


Droid Customization

Droid custimization refers to the droid's paint job. When you see that message, "Your droids custimization has faded..." it refers to the droids paint job, not how well it operates.

A droid will have the default colors when it is made if it is not an R-series droid, and will have random colors every time it is pulled out if it is an R-unit.

A DE can use a droid colorization kit to paint droids. This colorization will last for 20 callings of the droid, then the droid will revert to default/random.

Note that an advanced chasis can be colored upon crafting, and if this chasis is dropped as furniture, it will retain the colors assigned when it was crafted. However, if this chasis has been used in a fully functional droid, it will not stick, and the droid will have to have the droid custimization kit used on it by a DE to get the desired colors.

Once again, note that droid customizatino has no bearing at all on how well the droid preforms.


So, I love my new droid, how many can I own?

You can only have one droid out at a time - however, you can own up to five droids (in your data pad). You can have as many deeds to droids as your backpack can hold - but obviously, these can't be used until you
"Ready Droid Unit" them
 

Sketh Rial

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