Armorsmith Archive
Thread: Armorsmith Issues list (27.09.05)
- Armor Decay Is Far, Far Too High
- Lack of Variety In Loot Enhancers
- The Mandalorian Crafting Process and Color palette
- The Armor protection cap
- Mabari/Padded/Faction Belts and Ubese Bandoliers/Shirts Can No Longer Be Made With Sockets
- Ubese and Mabari Chestplates Cap at +50 Health, Even Though They Count As 3 and 5 Pieces In One, Respectively
-Armor Repair
Message Edited by Thula on 09-28-2005 02:06 AM
A couple of thoughts off the top of my head - not everyone may agree, it's justmyopinion.
1) Layers providing elemental resists. Currently these arejust filling, as the elementaldamage percentage of total damage represents such a low part (if any, depending on weapon/attack type). The only possible exception to this that Ihave heardof, is using heat layers to counterdamage from sabers with certain crystals in them.
In conjunction with Thula's reference's to epic armor here's my 2 cents. Make the RIS quest much more involved and time consuming for lack of better words. Make an adventure for armorsmith's and something that actually is fun and challenging. I dont know how this could be changed since most armorsmiths already are ris certified but something to think about.
Maybe add a couple new 'epic' sets of armor that have the above metioned quests to obtain schematics for. Basically Im trying to convey the idea of doing fun and enjoyable (and sorta difficult to add a challenge) adventure/quest to armorsmithing to obtain epic armor schematics.
And I 100% agree with the other ideas of removing certain caps on armor. And more lines to the experimentation stage. I really think armorsmiths are so run of the mill post-cu. There are no more 'elite' armorsmiths that have put the extra time and effort into their craft to achieve better results beyond day to day armor crafters. I mean to some degree there is but it really is fairly easy to "cap" armor espically with the 30k deeds now.
But I'm really hoping all your ideas Thula get to the right people and they focus a revamp publish for us some day soon. That would be sweet.
Nixen wrote:
A couple of thoughts off the top of my head - not everyone may agree, it's justmyopinion.
1) Layers providing elemental resists. Currently these arejust filling, as the elementaldamage percentage of total damage represents such a low part (if any, depending on weapon/attack type). The only possible exception to this that Ihave heardof, is using heat layers to counterdamage from sabers with certain crystals in them.
2) Layers in general.. Perhaps this belongs in a seperate thread, but shortly put, are we, as a profession, happy with (a) the way layers work and (b) the amount of resources / factory time layered armor requires?
3) Armor is capped on the apperance stage, overriding potential benefits of using superior cores.
Given that 100% resources (or 98.1% with buffs) yields a potential maximum of 6000 base protection on the core, it would not be game-breaking to allow the final apperance crafting stage to add 400 to this number regardless of whether the total would break the 6000 cap. Removing the hard-coded cap on armor would allow veteran smiths to produce armor in the 6200-6300 range instead of having to make the same armor that everyone else does.
For reference the potential 6400 protection armor would allow 49.92% damage absorbtion over the 48% that 6000 protection armor does - that would hardly be too unbalancing.
4) Something I can't remember right now :-)
Answers to a) no, b) no
One a, make layers other than energy, primus and kinetic useful ![]()
On b, the resource quantities for layers should be cut in half and the complexity reduced. To make a run of 332 cores which is about 28 suits of armor requires 4000 layers which for energy for instance is a 80K of metal, 48K of polymer, 40K of gemstone and 56K of ore. It also takes several days in a factory just to make the layers for this even with a minimum complexity level.
Message Edited by pykescylla on 09-27-2005 01:18 PM
pykescylla wrote:
I don't have too much of a problem with the way layered armor is implemented. In fact, one's ability to handle layered armor is about the only thing that sets you apart as a smith. Layers are SUPPOSED to be a lot of work for little gain. They tie up your factories for days so you'd better have made arrangements for extra lots. They require large quantities of rare resources (no vintrium on Scylla for quite a while) so you had better have the means to buy up a few resource kits or mobilize people to drop harvies for you. Layers are a luxury, not a necessity. There's a huge market for unlayered armor. I'd keep layered armor in the realm of the elite crafter will to go to the trouble to make it.
Yes, some good points here
pykescylla wrote:
I don't have too much of a problem with the way layered armor is implemented. In fact, one's ability to handle layered armor is about the only thing that sets you apart as a smith. Layers are SUPPOSED to be a lot of work for little gain. They tie up your factories for days so you'd better have made arrangements for extra lots. They require large quantities of rare resources (no vintrium on Scylla for quite a while) so you had better have the means to buy up a few resource kits or mobilize people to drop harvies for you. Layers are a luxury, not a necessity. There's a huge market for unlayered armor. I'd keep layered armor in the realm of the elite crafter who will to go to the trouble to make it.
Message Edited by pykescylla on 09-27-2005 01:18 PM
Hmm.. I havn't thought about it that way, tbh.. I think maybe I should
Suggestion: Certify crafters for armor with enough armor hinderance mitigation to use the lower level cores.
a) It gives Armorsmiths a reason to make these cores.
b) It gives crafters a wee bit of protection since they are usually at only 1K health. Something is better than nothing and it won't be game breaking stats anyways.
c) Allow Armorsmiths certs to wear all 3 types of armor so we can wear what we make darnnit!
JediSpam wrote:Yeah, Pyke has a very good point.However, I still don't like the resource usage.You can't even make a full run of 1000 layered segments with a single 30K deed...
I gotta have some reason to charge out the wahzoo. 200 cpu resources generated from a resource crate is a good one.
I am I total agreeance with everyone else...
I'd like to see the data schems for layers and segments in particular severly increased or removed altogether and allow it to just be set at any number you like but at least well above 1k.... just so you can get more x4 layered cores in a crate (yes i know to use 4 seperate factory runs of layers and 3 differant of segs to make the crates but that takes soooo long. mabey I just have to go at it that way.
also can we make the belts do something other than be just a nice decoration?... the bh belts, padded armour and the impy ones I make would benifit greatly by being able to add into the craft the use of, say up to 4 small pockets, for a small amount of storage for players ie similar to a bandolier but wearable alongWITH the players pack.... mabey even allow the belts to be built With the PSG's in them to make a psg wearable container belt all in one, well It's only a idea.
cheers Everyone ![]()
-Belts/Bandoliers are no longer made with sockets, thus meaning no one wants them = no selling or cash from them
-Mandalorian color palettes for non-AS made parts still aren't right
-Zero variety in our enhancers. They do ONE thing, and it's pretty damn boring
-Where's our Recon Marauder and other schems? Not to mention more quests/content
-Experimentation for dummies, anyone? A monkey 10 point smith (no offense to you 10 pointers) can slap together pretty much the same quality armor I can as a 12 point.
I'll add to this after my test tomorrow -_-