|
Post by gwek on Mar 11, 2009 13:12:01 GMT -5
Utility Droid Cost: 12 Rarity: Common Faction: Fringe Hit Points: 10 Defense: 13 Attack: 0 Damage: 0
Droid (Immune to critical hits; not subject to commander effects) Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving) Utility Programming (Replaces turn; this character gains Augment Repair [Adjacent allies that use Industrial Repair or Repair double the amount of damage removed] for the rest of the round) Self-Destruct 10 (When this character is defeated, each adjacent character takes 10 damage) Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)
Design Notes
With the appearance of the Bacta Tank, a peice with "Augment Repair" seemed like an obvious next step. I thought about doing a workbench or something similar, but decided to go a different way rather than another emplaced piece.
Instead, I modeled this guy on the Gonk to some extent. The low speed and self-destruct are for game balance purposes, as is the fact that it needs to spend its turn to actually be able to help a friendly mehcanic.
|
|
|
Post by maverick on Mar 25, 2009 22:44:40 GMT -5
what class of droid do you see this being?
I agree with the augment repair being the next logical step. That makes Gha repairing for 60 right?
|
|
|
Post by gwek on Mar 25, 2009 23:23:09 GMT -5
Since I'm always KotOR-centric, I was envisioning this fella: starwars.wikia.com/wiki/R-8009_utility_droidOr maybe VINCENT or Old BOB... Gha Nachkt only has Repair 10, but folks like Bao-Dur and Deliah Blue really benefit. The abuse on a mobile piece concerned me, which is what lead to both Utility Programming and Self-Destruct. Using the utility droid requires you pick the right time AND place...
|
|
|
Post by maverick on Apr 9, 2009 23:17:27 GMT -5
why self destruct and speed 2
|
|
|
Post by gwek on Apr 10, 2009 1:11:04 GMT -5
Game balance, same reason I imagine their on the Gonk droid. Otherwise, I have a fear that doubling repair abilities gives the Seps a huge advantage.
|
|
|
Post by maverick on Apr 13, 2009 23:57:12 GMT -5
Game balance, same reason I imagine their on the Gonk droid. Otherwise, I have a fear that doubling repair abilities gives the Seps a huge advantage. They're.... ;D
|
|
|
Post by maverick on Apr 14, 2009 0:00:28 GMT -5
gotcha....although i think limiting augment to just the round already makes it hard to use. i think you could go with at least speed 4
|
|
|
Post by maverick on Apr 14, 2009 0:01:45 GMT -5
as far as cost goes. I think 10ish...
|
|
|
Post by gwek on Apr 14, 2009 21:15:52 GMT -5
I upped the speed to 4 and priced it at 12. I'm always wary of pricing a "different" piece at 10 or below (due to Reserves, etc).
|
|
|
Post by gwek on Apr 16, 2009 21:41:23 GMT -5
Bumping over the locked threads>
|
|
|
Post by gwek on Apr 25, 2009 21:14:11 GMT -5
any more thoughts?
|
|
|
Post by bountyhunter9 on Apr 30, 2009 18:34:28 GMT -5
I think it looks okay. Simple, and would really help some of the Fringe mechanics in Sep squads. I like the addition of Self-Destruct, makes it a risk to use Utility Programming.
|
|
|
Post by gwek on May 3, 2009 1:49:15 GMT -5
Thanks, man!
|
|
|
Post by bountyhunter9 on Nov 9, 2009 17:42:23 GMT -5
Anyone have any other comments?
|
|