Difference between revisions of "Droid Kits (Game Mechanics)"

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(Game Mechanics)
(Game Mechanics)
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Experimental Charges controls the amount of uses for each item. The Quantity attribute is used for Repair and Reconstruction kits.  Customization kits also have a use amount but is not displayed on the item attribute listing upon examination, although it can be see displayed while in inventory. This is perhaps an oversight or a bug.
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Experimental Charges controls the amount of uses for each item. The Charges attribute transfers over into the item as Quantity. The Quantity attribute is used for Repair and Reconstruction kits.  Customization kits also have a use amount but is not displayed on the item attribute listing upon examination, although it can be see displayed while in inventory. This is perhaps an oversight or a bug.
  
 
Experimental Effectiveness controls the Energy attribute for repair kits. The value from this attribute is passed on as the Available Repair Energy attribute for the repair kits. For reconstruction kits, Experimental Effectiveness controls the Power attribute. The power attribute is passed on as the Available Repair Power attribute for reconstruction kits.
 
Experimental Effectiveness controls the Energy attribute for repair kits. The value from this attribute is passed on as the Available Repair Energy attribute for the repair kits. For reconstruction kits, Experimental Effectiveness controls the Power attribute. The power attribute is passed on as the Available Repair Power attribute for reconstruction kits.

Revision as of 20:07, 1 April 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

Droid Customization Kits require 50% OQ and 50% CD for the highest rating, with a maximum of 10 uses. The main crafting window lists Experimental Quality as an experimentation value, however Experimental 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, have a major impact on the overall quality of each tool. The advanced components produce the best overall results, even with low quality resources.

Experimentation lines:

1. Experimental Charges
2. Experimental Effectiveness


Experimental Charges controls the amount of uses for each item. The Charges attribute transfers over into the item as Quantity. The Quantity attribute is used for Repair and Reconstruction kits. Customization kits also have a use amount but is not displayed on the item attribute listing upon examination, although it can be see displayed while in inventory. This is perhaps an oversight or a bug.

Experimental Effectiveness controls the Energy attribute for repair kits. The value from this attribute is passed on as the Available Repair Energy attribute for the repair kits. For reconstruction kits, Experimental Effectiveness controls the Power attribute. The power attribute is passed on as the Available Repair Power attribute for reconstruction kits.


1. Droid Repair Kit – A
2. Droid Repair Kit - B
3. Droid Repair Kit - C
4. Droid Repair Kit - D
5. Droid Reconstruction Kit – A
6. Droid Reconstruction Kit – B
7. Droid Reconstruction Kit - C
8. Droid Reconstruction Kit – D
9. Droid Customization Kit




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