Scout Trap Projectile Unit Module Usage (Game Mechanics)
This article or section needs proper wiki formatting. |
Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
|
Scout Trap Projectile Unit Module Usage MechanicsPlayer 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. DROID BASICS: First, you should know a few details about droids in general: Each player is allowed to hold 5 droids in his/her datapad. This includes your starter droid, so if you find he’s worn out his usefulness, you may want to delete him if you find you need more droid help down the road. The function of a droid is based upon what modules are installed in it. Modules are very similar to ship components. Each droid chassis has a set number of modules that can go in the droid. In general, the more advanced the droid, the more modules it can hold. The Advanced R3 has the highest module capacity with space for 6 functional modules. Whenever a droid is out (called), it uses up battery power. This ONLY affects the function of modules that actually need power to work. Even with 0% battery power, a droid can still be called & stored, and it will still follow you around. Both of the modules discussed below require the droid to have 10% or more battery power to be used.
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, which effectively increases your inventory size. 2) Creatures that are hit by a trap from a droid will often attack the droid. This can be handy in that the droid acts as a “tank” for you, distracting creatures while you polish them off. However, this can also be an annoying side effect. 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) You can effectively trap creatures without taking up space in the combat queue. You can blast (or swing) away at creatures while your droid traps them at your command. Note that the Scout still receives full trapping xp for successful trapping by the droid. 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. (Perhaps we can change this to allow a player to mix traps by having the droid with an openable inventory so that they can deposit/withdraw traps that will be used at will. We could also set it so that the droid used whatever trap that is first in order and use traps down the line starting from the first put in)
Using the ModuleThe 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
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. OTHER USEFUL FUNCTIONS: If you find it annoying that your trapping droid runs away, you can ask a DE to give you a droid that has combat capability. R-series droids (max. 6 module capacity) and LE Repair droids (max. 3 module capacity) can have a combat module installed in them in place of an STPM. While this lowers the trapping rating of the droid, it will stand its ground when attacked and even fight back.
Source References
|
Bold text |