Difference between revisions of "Droid Standard Modules (Game Mechanics)"

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I broke this area down into 3 parts for ease of explaining. Each of these modules has two lines of experimentation,
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1. '''Experimental Durability'''<br>
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2. '''Experimental Effectiveness'''<br>
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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. Mechanism Quality is in the Experimental Effectiveness line. 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.
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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<br>
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Items affected by these are:<br>
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1. [[Droid Repair Module (Schematic)|Droid Repair Module]]<br>
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2. [[Effects Module Avian (Schematic)|Effects Module (Avian)]]<br>
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3. [[Effects Module Confetti (Schematic)|Effects Module (Confetti)]]<br>
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4. [[Effects Module Dancing Jawa (Schematic)|Effects Module (Dancing Jawa)]]<br>
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5. [[Effects Module Electric Fog (Schematic)|Effects Module (Electric Fog)]]<br>
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6. [[Effects Module Foam (Schematic)|Effects Module (Foam)]]<br>
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7. [[Effects Module Mind Bloom (Schematic)|Effects Module (Mind Bloom)]]<br>
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8. [[Merchant Module (Schematic)|Merchant Module]]<br>
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9. [[Playback Module (Schematic)|Playback Module]]<br>
  
  

Revision as of 01:56, 1 April 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

I broke this area down into 3 parts for ease of explaining. Each of these modules has two lines of experimentation,

1. Experimental Durability
2. Experimental 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. Mechanism Quality is in the Experimental Effectiveness line. 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

Items affected by these are:

1. Droid Repair Module
2. Effects Module (Avian)
3. Effects Module (Confetti)
4. Effects Module (Dancing Jawa)
5. Effects Module (Electric Fog)
6. Effects Module (Foam)
7. Effects Module (Mind Bloom)
8. Merchant Module
9. Playback Module


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