Droid Level Based Modules (Game Mechanics)

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Revision as of 18:58, 3 April 2008 by Ready (Talk | contribs) (Experimentation Lines)

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Game Mechanics - Mechanics Category

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25% This document has been partially completed.

Mechanics This document is about game mechanics.

Item Attributes Affected

1. Level 1 Droid Data Module
2. Level 1 Droid Item Storage Module
3. Level 1 Droid Medical Module
4. Level 1 Droid Structure Maintenance Module
5. Level 2 Droid Data Module
6. Level 2 Droid Item Storage Module
7. Level 2 Droid Medical Module
8. Level 2 Droid Structure Maintenance Module
9. Level 3 Droid Data Module
10. Level 3 Droid Item Storage Module
11. Level 3 Droid Medical Module
12. Level 3 Droid Structure Maintenance Module
13. Level 4 Droid Data Module
14. Level 4 Droid Item Storage Module
15. Level 4 Droid Medical Module
16. Level 5 Droid Data Module
17. Level 5 Droid Item Storage Module
18. Level 5 Droid Medical Module
19. Level 6 Droid Data Module
20. Level 6 Droid Item Storage Module
21. Level 6 Droid Medical Module
22. Droid Armor Module 1
23. Droid Armor Module 2
24. Droid Armor Module 3
25. Droid Armor Module 4
26. Droid Armor Module 5
27. Droid Armor Module 6


Droid Level Based Module Experimentation Mechanics

Each of the Level based modules has a rating that is unique to each module type. Armor has an Armor Module Rating; Item Storage has an Item Storage Rating, Medical modules have a Medical Module Rating, Data modules have a Data Module Rating, Structure Maintenance Modules have a Stucture Maintenance Rating. This rating is based upon 2 factors - the Level of the module and the success of the Experimentation. Each module has a certain rating range that is dependent on the level. I will go over the level to rating ratio and how each module can be stacked.


Experimentation Lines

Experimentation consists of 2 lines for each of these modules -

1. Experimental Effectiveness
2. Experimental Durability

As usual, Durability does not appear to have an effect on the modules abilities, or any other factor. Durability experimentation is dependent on 50% OQ and 50% CD for all of the listed modules except for the Armor Modules, which are dependent on 50% UT and 50% SR. 50% OQ and 50% CD, is the determining factor in Experimental Effectiveness experimentation. Experimentation on this line will increase the Mechanism Quality and the module rating.

Generally, experimentation on these modules is only suggested if you are going to stack 2 lower level modules to gain the rating of a higher level module. Once you are able to produce Level 6 modules, or Level 3 Structure Maintenance Modules, there is little benefit of experimentation.

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 only experimenting on modules that will be stacked

If you experiment on a Level based Module and achieve an Experimental Effectiveness of 93% or higher, the module will perform as if it was 1 Level higher, due to the high module rating.


Example - I experiment on a Level 1 Data Module and achieve an Experimental Effectiveness of 93%. This success whill increase the Data Storage Rating to 3, which is the base rating of a Level 2 Data Module.



Experimental Effectiveness

Item Attributes Affected

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