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Complete Droid Command FAQ [updated 07/19/2009]
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Blue Glowie

Joined: Jul 25, 2003
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This FAQ collects all the testing and data known for droid commands.
Thanks go to too many to name.

Droid Commands

Droid commands allow you to alter the stats of a component temporarily. It's easiest to think of it as a buff, but, unlike buffs on the ground, they have a downside.

What do I need to use them?

You will need to install two items on your ship: A Droid Interface (lower Droid Command Speed is better) and a Flight Computer (FC) or an Astromech (AM), depending on the chassis.

There are six levels of FC/AM. During your progress through the pilot boxes you will be certified for higher levels (Box 1, 5, 9, 13, 17 and 18).

FCs are labeled v1 to v6. You can have unlimited FCs in your datapad. FCs are not tradable. If the part has a custom name, you can see which certification is needed by examining its details. It is listed as Level ? Astromech Certification.

AMs can be confusing. All R-type chassis are called astromechs, but only those equipped with a data module can function as an AM for your ship. You can check this by viewing the details of the deed on the vendor and see if it has a Pilot's Required Astromech Certification. You are limited to 15 droids in your datapad (beasts count against this total, too). Droids are tradable. If you are annoyed by the droid chirping non-stop during your flight, use the "store" option from your datapad. The AM will disappear from your ship, be silent, and still perform its job from inside your datapad.

All droid programs have a program size. The level of your FC/AM determines its capacity. A single FC/AM can be associated with multiple ships at the same time.

Storage Capacity

Level 1:  20
Level 2:  40
Level 3:  70
Level 4: 110
Level 5: 125
Level 6: 150


Which ship uses what?

All ships use a Flight Computer except the following which use an Astromech:
Z-95, both variants.
Y-Wing, both variants.
X-Wing, both variants.
Eta-2 Actis Interceptor
ARC-170
N-1 Naboo Starfighter

The free starter ships handed out by the trainer or at Tansarii Point Station are not allowed to equip an Astromech or Flight Computer. You will have to buy a starter from a shipwright to use them.

Programming

Programming an Astromech or a Flight Computer works exactly the same way. Open your datapad, summon the radial on the one you want to program (default: right-click) and choose option 4) Program Droid. This opens the Flight Commands window. To the left are the Available Commands, on the right the Loaded Commands. To load a command unto your Astromech or Flight Computer, simply double click it on the left. To remove it, double click it on the right.

The list on the left contains all commands you have learned so far in the pilot skill boxes (Box 1, 5, 9, 13, 17 and 18). It also contains the commands you have in your inventory programmed on a Droid Programming Chip. These chips are made by Droid Engineers and used to gain access to commands from the other faction. On most servers these can be bought pre-burned. If you can't find the program you want on vendor search you will need to get yourself an empty chip and ask another pilot to burn it for you.

Pre-programmed chips are found under Misc -> Droid Programming Chip on Vendor Search.
Empty chips are found under Misc -> Droid Programming Chip -> Unprogrammed Droid Command Module or if you prefer to have a small supply of them under Misc -> Factory Crate -> Unprogrammed Droid Command Module

Checking the remaining capacity on your Flight Computer can be done by opening your datapad and summoning the radial. Choose option 5) Access the Flight Computer core storage unit. It will show an inventory window with the current commands, at the bottom it will show capacity used/total capacity in raw numbers (e.g. 100/150).

Checking the remaining capacity on your Astromech requires you to call it into the world, open up the radial on your Astromech (in the world, not the datapad) and choose the menu 2) Droid Options, in the menu, choose Open Droid's Datapad. It will show an inventory window with the current commands, at the bottom it will show capacity used/total capacity in raw numbers (e.g. 100/150).

Bugs & Quirks

  • Replacing or removing the booster will detach the Astromech or Flight Computer from your ship. Reattach it.
  • Occasionally, one or more Droid Commands will "stick" after a death. If such a command carries the prize of increased drain, this can leave you disabled. To fix this you can do /escapepod yes.
  • Occasionally, clicking load to attach an Astromech or Flight Computer to your ship doesn't work. Close and reopen the Ship Management Window.
  • When you attach an Astromech or Flight Computer to your ship it will turn red. This is normal and means it will work correctly.
  • When you are using chips to add commands to your Astromech or Flight Computer, make sure you have enough free space. You will get no warning if it doesn't fit, the chip will disappear but the command will not be loaded onto your Astromech or Flight Computer. How to check this is told under "Programming."

Damage

Overloads do damage to your components. Level Four overloads do more then 10 points of damage. You can repair this by hopping in and out of Deep Space or using "/escapepod yes" or repairing at a space station or using repair kits. All of these methods repair your ship without causing decay.

Droid Timers

When you use a Droid Command, you may not use another one for a certain length of time. This is directly related to the Command Speed on your Droid Interface.
Overload commands (Weapon, Reactor, Capacitor, Engine) have a reuse timer of DI Speed / 4.
Shield-related commands have a reuse timer of DI Speed / 2*.
Capacitor to Shield Shunt has a reuse timer of DI Speed * 1.
*unverified

DROID COMMAND LIST

 

COMMON ROUTINES

Mute Droid/Flight-Computer
Data Size: 1
Prevents the /comm like feedback upon the execution of a command, you will still get a system message.
REBEL ROUTINES

Shield Normalization
Data Size: 1
Redistributes shields to 100%/100% of normal hitpoints and regeneration rate

Shield Front/Rear Adjustment
Redistributes shields to x%/y% of normal hitpoints and regeneration rate

         Data Size  Percentage
Light         5      120%/80%
Moderate     10      150%/50%
Heavy        20      175%/25%
Extreme      25      190%/10%


Shield Front/Rear Reinforcement
Redistributes x% of existing power from one shield bank to the other.
Note: If there is less damage to the recipient shield bank than is being transferred in, the remainder is lost; that is, if you're sending 250 points from front to rear shields but only 100 points of rear shield damage have been incurred, the front shields will still lose 250 points.

         Data Size  Percentage
Light         5         25%
Moderate     10         50%
Heavy        20         75%
Extreme      25        100%


Emergency Shields [Front/Rear]
All the surplus energy is lost.

Front
Data Size: 35
Redistributes 75% of existing power from back shield bank and 75% of remaining capacitor energy to front shield.

Rear
Data Size: 35
Redistributes 75% of existing power from front shield bank and 75% of remaining capacitor energy to back shield.
PRIVATEER ROUTINES

Reactor Stabilization
Data Size: 1
Resets reactor to default settings.

Reactor Overload (RO)
Multiplies reactor output by x; incurs y damage on the reactor.

            Data Size  Increase*  Damage
Level One        5     1.09/1.1      5
Level Two       10     1.29/1.3      5
Level Three     20     1.59/1.6     10
Level Four      25     1.89/1.9     30
*Conservative value/Commonly used value


Weapon Capacitor Reset
Data Size: 1
Resets capacitor to default settings.

Weapon Capacitor Overcharge (CO or WCO)
Multiplies maximum energy and recharge by x; incurs y damage on the capacitor.

            Data Size  Increase  Damage
Level One        5       1.25       2
Level Two       10       1.50       4
Level Three     20       1.75       8
Level Four      25       2.00      16


Capacitor to Shield Shunt (CtSS)
Converts x% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost.

            Data Size  Percentage
Level One        5         25%
Level Two       10         50%
Level Three     20         75%
Level Four      25        100%
IMPERIAL ROUTINES

Weapons Normalization
Data Size: 1
Resets weapons to default settings.

Weapons Overload (WO)
Multiplies weapon damage by x and energy per shot and reactor drain by y; incurs z damage on all weapons

            Data Size  Damage Modifier  Drain/EPS Modifier  Damage Incurred
Level One        5           1.25               1.43                 1
Level Two       10           1.50               2.00                 3
Level Three     20           2.00               2.86                 6
Level Four      25           3.00               5.00                18


Engine Equalization
Data Size: 1
Resets engine to default settings.

Engine Overload (EO)
Multiplies maximum speed and turning rates by x and reactor drain by y; incurs z damage.

             Data Size  Speed/Turn Modifier  Drain  Damage
Level One         5              1.1          1.25     1
Level Two        10              1.2          1.67     3
Level Three      20              1.3          3.33     6
Level Four       25              1.4         10.00    18


Weapons Tuning [untested]
Multiplies Damage and EPS by x, Reactor Drain by y.
            Data Size  Damage Modifier  Drain
Level One         5           0.9        0.7
Level Two        10           0.8        0.5
Level Three      20           0.7        0.3
Level Four       25           0.6        0.2


Engine Tuning [untested]
Multiplies Top Speed and PYR by x, Reactor Drain by y.

            Data Size  Speed/Turn Modifier  Drain
Level One        5             0.9           0.7
Level Two       10             0.8           0.5
Level Three     20             0.7           0.3
Level Four      25             0.6           0.1

Message edited by NarfBlinko on 07/19/2009 20:52:24.



SWG Chief Petty Officer

Joined: Jun 22, 2005
Messages: 488
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Hi there... I've been gone from the game since Pre-NGE,... and thus have a question...

My original Flight Comp was using chips from Imps, Rebs and Privateers...

Will all that still work?


Elite Pilot

Joined: Jan 6, 2006
Messages: 2557
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It should work just like before.however the numbers for weapon overload 3 have changed - (or been fixed rather). You may find that your capacitor and reactor are a bit too weak these days.


Narf!

Thanks for the repost of a very good guide. There is an error though (woi or bug I dont know) - when running a shield adjust program the recharge / shunts are not affected (they are still doing as much on both sides).

Just thought I should point that outSMILEY (if I am wrong I apologize - but I am fairly certain - easy way to test is to run front adjust extreme, take a rear hit from a npc (that depletes shields) and see how quickly it recharges).

IMHO this is a good thing and should not change (as some duels between front adjusted ships that last forever allready would last forever+1 if it were changed)



Blue Glowie

Joined: Jul 25, 2003
Messages: 10218
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Ibeti wrote:
It should work just like before.however the numbers for weapon overload 3 have changed - (or been fixed rather). You may find that your capacitor and reactor are a bit too weak these days.


Narf!

Thanks for the repost of a very good guide. There is an error though (woi or bug I dont know) - when running a shield adjust program the recharge / shunts are not affected (they are still doing as much on both sides).

Just thought I should point that outSMILEY (if I am wrong I apologize - but I am fairly certain - easy way to test is to run front adjust extreme, take a rear hit from a npc (that depletes shields) and see how quickly it recharges).

IMHO this is a good thing and should not change (as some duels between front adjusted ships that last forever allready would last forever+1 if it were changed)


I have never used the Adjustment routines, as I don't PVP, so I will leave that to the PVPers to test or comment on, but, if I'm reading you correctly, then this:

Shield Normalization
Data Size: 5
Redistributes shields to 100%/100% of normal hitpoints and regeneration rate

Shield Front/Rear Adjustment
Redistributes shields to x%/y% of normal hitpoints and regeneration rate
            Data Size   Percentage
Light            5        120%/80%
Moderate        10        150%/50%
Heavy           20        175%/25%
Extreme         25        190%/10%

should become

Shield Normalization
Data Size: 5
Redistributes shields to 100%/100% of normal hitpoints

Shield Front/Rear Adjustment
Redistributes shields to x%/y% of normal hitpoints
            Data Size   Percentage
Light            5        120%/80%
Moderate        10        150%/50%
Heavy           20        175%/25%
Extreme         25        190%/10%

correct?



Elite Pilot

Joined: Jan 6, 2006
Messages: 2557
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looks goodSMILEY

(Ill check it out to make absolutely sure when I get back ingame in about a week)



General

Joined: Dec 17, 2006
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When you repair damage at a station or using a repair kit, every 10 points of damage is converted into 1 point of decay.

Is that still an accurate statement?  I thought decay was removed unless it's still in place for Ship Parts?



Descrambler

Joined: Mar 8, 2007
Messages: 2561
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VladimierTepes wrote:

When you repair damage at a station or using a repair kit, every 10 points of damage is converted into 1 point of decay.

Is that still an accurate statement?  I thought decay was removed unless it's still in place for Ship Parts?


It's accurate.



General

Joined: Jul 18, 2004
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Narf you kick * dude.


Elite Pilot

Joined: Jan 6, 2006
Messages: 2557
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ZimStar wrote:
VladimierTepes wrote:

When you repair damage at a station or using a repair kit, every 10 points of damage is converted into 1 point of decay.

Is that still an accurate statement?  I thought decay was removed unless it's still in place for Ship Parts?


It's accurate.

Its not accurate - there is NO decay of any kind anymore. Good call - it would be prudent to remove that paragraph narf SMILEY

On a sidenote - EO also affects acceleration (with the same numbers as speed/pyr) although it is a chassis modifier and not a engine one (feel free to do additional testing on this - it is what I found when I checked acc/dec rates).




Blue Glowie

Joined: Jul 25, 2003
Messages: 10218
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Ibeti wrote:
ZimStar wrote:
VladimierTepes wrote:

When you repair damage at a station or using a repair kit, every 10 points of damage is converted into 1 point of decay.

Is that still an accurate statement?  I thought decay was removed unless it's still in place for Ship Parts?


It's accurate.

Its not accurate - there is NO decay of any kind anymore. Good call - it would be prudent to remove that paragraph narf SMILEY

On a sidenote - EO also affects acceleration (with the same numbers as speed/pyr) although it is a chassis modifier and not a engine one (feel free to do additional testing on this - it is what I found when I checked acc/dec rates).


I'm REALLY hating that the fomatting commands are not sticking correctly.

Yep, fixed the Damage paragraph.

I'd need to see the testing data on the acceleration before adding that info. See some of the testing data threads linked in the main FAQ for what I consider thorough testing. *grin*



Elite Pilot

Joined: Jan 6, 2006
Messages: 2557
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Speaking of which - my damage numbers for the WOs arent updated either - is that testing accurate enough, with enough numbers for you? (second page of the "wo 4 damage testing by whatever-harotak-is-called-on-the-forums" thread? (1.25/1.5/2/3 for wo1/2/3/4).



Message edited by Ibeti on 04/14/2007 12:53:18.



Blue Glowie

Joined: Jul 25, 2003
Messages: 10218
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Ibeti wrote:
Speaking of which - my damage numbers for the WOs arent updated either - is that testing accurate enough, with enough numbers for you? (second page of the "wo 4 damage testing by whatever-harotak-is-called-on-the-forums" thread? (1.25/1.5/2/3 for wo1/2/3/4).



Thank you. I missed that post, somehow. Weird that the thread seems to start in the middle. Anyway, I'll update that section, too.


Jedi

Joined: Jun 9, 2005
Messages: 153
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Sorry if this sounds like a stupid question. I'm a returning vet and I already have my droid programmed and everything. I completely forget how to actually RUN the commands you programmed into the droid. Can someone let me know how to actually RUN the command programmed into the droid. I remember I used to run the command pretty much as soon as I got into space, 1 by 1 ... then once I got to the mission, I had all my overloads running. Sorry if this sounds stupid =\


Grand Moff

Joined: Jan 14, 2004
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Gimini wrote:
Sorry if this sounds like a stupid question. I'm a returning vet and I already have my droid programmed and everything. I completely forget how to actually RUN the commands you programmed into the droid. Can someone let me know how to actually RUN the command programmed into the droid. I remember I used to run the command pretty much as soon as I got into space, 1 by 1 ... then once I got to the mission, I had all my overloads running. Sorry if this sounds stupid =\

While in space, open your commands window. Click on the 'Astromech' tab. You can use them directly from there or put them on your toolbar so you can click on them anytime you want.



Elite Pilot

Joined: Mar 17, 2007
Messages: 957
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Ive been using /escapepod yes 100% of the time and never ever repair. I was told by a few different pilots that repairing will definitly cause decay but Ejecting wont... Im wondering now which is which...
Message edited by CommunityStandards101 on 07/09/2007 02:32:48.

 
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