Armorsmith Archive
Thread: A Vision of a new armor and protection (updated 23/08/2005)
Glzmo wrote:
1. Every regular (non-factional) armor type will only have resists to one or a maximum of two damage types.
+ It will encourage characters to choose their type of armor wisely depending on the situation it shall be used
+ This will prompt for more diversity in armor
+ It will allow characters to choose which armor is the best for their skills and needs
with only one or two resists, you will see tons of one shot kills, no one wants to get a one shot incap in pvp, they want to pvp, I understand the point you are making, but if one were to go this route it would be better to have only one or two resists be high in each armor, while still providing minimal resists in other damage types
2. There will be new kinds of armor, at least one armor for each damage type that is resisted by current armor. There should also be the full color palette to choose from on each.
+ Diversity of armor should be granted
+ More types of armor to craft, sell and wear
I am all for the color palates, however I don't think NEW armor will help in any way. A rework of existing armors should be more of a priority than making new ones.
3. The highest resists any armor will be able to have will be 30% (I assume this is the target mark for the combat rebalance).
+ This will solve the problem of armor being to powerful in battle
even with 30% resists, people will figure out what weapons are best, with 30% resists you will die quicker, why not lower all the damage on weapons so fights last longer?
4. Faction armor will stay the same as it is now. It will have (the same) multiple resists with 30% each. Players will still only be able to wear it while overt members of the faction the armor is from.
+ This will make wearing faction armor much more desirable
+ Players still have to be overt and thus have to accept some risk for wearing the best armor
5. New types of factional armor will be introduced as well. These will include but not be limited to Imperial Scout trooper armor, Swamp Trooper armor Snowtrooper armor, Rebel Trooper armor (the one that is worn by rebel troopers on the Corellian Corvette at the Beginning of Star Wars – a new hope), rebel Hoth armor and more. Colors should also be customizable depending on which colors used in the Star Wars universe. The armor types will be very similar if not the same feature-wise, but look different in appearance.
+ It will give factional armor more diversity so no
+ More authentic Star Wars armor will grant the game a better Star Wars look and feel
we all want faction armor and this is a good thing, I think we all want it to be on par with the best armor available. I think it should only be customizable by the smith
6. Acquisition of faction armor will change. Instead of buying whole armor pieces from faction recruiters, characters will only be able to buy limited-use schematics (the number should be tweaked to suit purposes best) for each part for faction points. These schematics will then be used by factioned armorsmiths to craft the actual armor pieces.
+ This will ensure that factional armor will not harm the income of armorsmith
I think 99% of smiths want to be able to craft faction armor
7. To craft factional armor, the armorsmith will have to be an overt member of the faction the schematic belongs to at the time of crafting.
+ It will allow armorsmiths to take a bigger role in the Galactic Civil War
+ This will ensure that only loyal members of the faction will make money with war materiel
+ It will bring them in danger of being a known maker of war materiel for a galactic civil war faction and therefore being attacked by the opposite side for aiding the war
I craft in my house/workstation. I don't think being overt will do much of anything, it is a private residence and I wont get ganked while crafting, I do not agree that one should have to be overt to craft, and I dont think it will have any effect on the GCW. Who has ever seen me crafting? I am doing it alone, being overt won't change anything
however, I would be for requiring a certain rank in the faction to craft certain armors, like can't make one type of factional armor till I am a colonol or another tyrp once I am a general, etc
Meplorium wrote:
<- Sandbox tester too.
No offense, but their plan is better on paper at least. Not that your plan is bad or anything like that, but I would save that energy and get into beta testing. Then let them have it.![]()
Interesting. But since I am notallowed to play in the sandbox with you guys andtheleader of the exclusive sandbox clubprohibits you to even talk about what happens in there, I guess I won't be able to judge for myself which plan is better.
As for beta testing, I have already applied, but how can I be sure I will be selected?
So what I will do now is to keep my thread going so there is somethingthat already has beendiscussedthat I can present ifI was to be chosen to test what the developers have planned.
Thank you for the friendly advice, though, I do appreciate it ![]()
Message Edited by Glzmo on 01-05-2005 06:48 PM
Glzmo updated the main post:
8. Have armor encumberance/restrictions mean something. Have heavy armor restrict movement and the ability to do as manyspecial moves as well as lower agile defenses, like dodge, melee defense, counterattack.
+ It will make people think twice wether to use armor or not, depending on their preferred style of play
Feel free to pitch in more thoughts.
Glzmo wrote:however, I would be for requiring a certain rank in the faction to craft certain armors, like can't make one type of factional armor till I am a colonol or another tyrp once I am a general, etcI like the idea, but it might be hard for non-fighters to collect enough faction points to gain rank. Altough everybody has his price, so a wealthy crafter can even buy the high rank required, which solves the problem (buying faction points from smugglers, for example).
Message Edited by Glzmo on 12-24-2004 05:20 AM
What about: If an armorsmith crafts a factioned armor type, he gets faction points for it. That would also encourage armorsmiths who cannot take part in actual battles to craft armor and still gain faction in order to be a part of it all.
As for the skeptic sandbox testers.... ok, ok, I understand you have the best view of what's happening and I'm sure SOE can brainstorm for itself, but what if a good idea pops up that you like? I'm not saying I agree with the ENTIRE idea, but you have to admit that SOME of the small tweaks and little things might make it more enjoyable while not making it impossible or frustrating. I also know you cannot talk about WHAT you are testing, but you could at least say if you find certain aspects interesting or not and actually offer better suggestions you can think of rather than making the thread longer for no apparent reason other than putting a good man down for trying.
Someone has to start somewhere and whining won't do much good, that's why I like this discussion thing, not the flaming thing and the boasting thing
I think it highly unlikely that selling armor pieces instead of schematics would affect any good armor smith. Not everybody is involved in the GCW so not everybody can buy or wear the armor. Besides, rebels can't buy a full set anyway, some pieces are missing and those that are involved don't always run around perma overt (special forces now).
Glzmo wrote:
I have been thinking about the combat rebalance and as the developers have stated that it will bring changes to armor, I have been thinking about how such changes could look like, be more fun and bring up the importance of factional armor like stormtrooper armor. Finally, a vision formed in my thoughts and decided to write it down.
1. Every regular (non-factional) armor type will only have resists to one or a maximum of two damage types.
+ It will encourage characters to choose their type of armor wisely depending on the situation it shall be used
+ This will prompt for more diversity in armor
+ It will allow characters to choose which armor is the best for their skills and needs
2. There will be new kinds of armor, at least one armor for each damage type that is resisted by current armor. There should also be the full color palette to choose from on each.
+ Diversity of armor should be granted
+ More types of armor to craft, sell and wear
3. The highest resists any armor will be able to have will be 30% (I assume this is the target mark for the combat rebalance).
+ This will solve the problem of armor being to powerful in battle
4. Faction armor will stay the same as it is now. It will have (the same) multiple resists with 30% each. Players will still only be able to wear it while overt members of the faction the armor is from.
+ This will make wearing faction armor much more desirable
+ Players still have to be overt and thus have to accept some risk for wearing the best armor
5. New types of factional armor will be introduced as well. These will include but not be limited to Imperial Scout trooper armor, Swamp Trooper armor Snowtrooper armor, Rebel Trooper armor (the one that is worn by rebel troopers on the Corellian Corvette at the Beginning of Star Wars – a new hope), rebel Hoth armor and more. Colors should also be customizable depending on which colors used in the Star Wars universe. The armor types will be very similar if not the same feature-wise, but look different in appearance.
+ It will give factional armor more diversity so no
+ More authentic Star Wars armor will grant the game a better Star Wars look and feel
6. Acquisition of faction armor will change. Instead of buying whole armor pieces from faction recruiters, characters will only be able to buy limited-use schematics (the number should be tweaked to suit purposes best) for each part for faction points. These schematics will then be used by factioned armorsmiths to craft the actual armor pieces.
+ This will ensure that factional armor will not harm the income of armorsmith
7. To craft factional armor, the armorsmith will have to be an overt member of the faction the schematic belongs to at the time of crafting.
+ It will allow armorsmiths to take a bigger role in the Galactic Civil War
+ This will ensure that only loyal members of the faction will make money with war materiel
+ It will bring them in danger of being a known maker of war materiel for a galactic civil war faction and therefore being attacked by the opposite side for aiding the war
8. Have armor encumberance/restrictions mean something. Have heavy armor restrict movement and the ability to do as manyspecial moves as well as lower agile defenses, like dodge, melee defense, counterattack.
+ It will make people think twice wether to use armor or not, depending on their preferred style of play
Message Edited by Glzmo on 03-11-2005 12:36 AM
Message Edited by boceifus2000 on 03-12-2005 01:13 PM