Difference between revisions of "Scout Trap Projectile Unit Module Usage (Game Mechanics)"

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(Scout Trap Projectile Unit Module Usage Mechanics)
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3) The Scout still receives full trapping exp for successful trapping by the droid. The experience is based off of the creature level of the target.
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3) The Scout still receives half of normal trapping exp for successful trapping by the droid. The experience is based off of the challenge level of the target.
  
 
4) The Droid can fire traps off up to 64 meters from the target.
 
4) The Droid can fire traps off up to 64 meters from the target.

Revision as of 06:50, 27 October 2008




Game Mechanics - Mechanics Category

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Scout Trap Projectile Unit Module Usage Mechanics

Player must be at least Novice Scout to use this module due to the trap certification being required for a player to use traps in the droid.



THE SCOUT TRAP MODULE:

This is a lesser-known (and lesser-used) module that can assist a Scout in gaining trapping experience. A droid with a Scout Trap Projectile Module (STPM) installed can be used to store Scout & Ranger traps and will fire them at a target on command. There are a couple of benefits to using this module:

1) The droid stores the traps that it fires.

2) Creatures that are hit by a trap from a droid will often attack the droid. If the droid has no combat rating, it will typically run away at high speed, requiring you to chase it down along with whatever critter is attacking it. If your droid gets killed, it must be stored and recalled later. Droids also take a long time to heal on their own.


3) The Scout still receives half of normal trapping exp for successful trapping by the droid. The experience is based off of the challenge level of the target.

4) The Droid can fire traps off up to 64 meters from the target. Also note that the droid can only store and fire traps that the Scout has the skills to use himself/herself.

5) Droid is only allowed to store one type of trap at a time.


6) 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. A higher attribute is believed to stack with the player's own trapping modifier similar to the way creature harvesting modifiers work with harvest bonus attributes on Creature Harvest Modules.

Using the Module

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.
  • Traps can be equipped in the trap droid by dropping the trap over onto it or by using the radial on the trap in the inventory and clicking Equip in Trap Droid while the droid is out.


Upon calling a trap droid for the first time, you should notice that it has a "Trap Options" menu in its radial. The "Program Launch Trap" submenu allows you to select a verbal command that will tell your droid to harvest whatever you have targeted. Selecting it will cause a "?" to appear above your droid. This is your droid asking you what command you would like to use. I personally just use "t" but you can make it just about anything you want. If the command is stored successfully a "!" will appear above the droid.

To load the droid simply call up a trap's radial in your inventory where you will find a "Equip in Trap Droid" command. The droid has a limited capacity and can only hold one type of trap at a time. Once a trap has been put into a droid, it cannot be recovered. Traps must be used, or they can be deleted via the "Clear Ammunition Processor" subcommand in the droid's radial.




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