Armorsmith Archive
Thread: CU armor crafting process info released
Ebonfire wrote:
Could someone explain what they mean by this..
Only factionally aligned Armor smiths will be able to craft customized factional armor
Faction armor schematics are "limited use schematics" and will come from the appropriate recruiters, so no certifications in the Armorsmith profession are needed.
if you want to make rebel armor you need to be rebel.. if you want to make imperial armor you need ot be imperial...
and in order to make it... you need schematics that you buy using faction points (most likely) in order to get teh schematic use... similar to the imp PSG but you have to use faction to get it.. and once you get the schematic it grants a certain amount of uses... probably 3-5.. like the PSG and Interwoven schematics
DoritosNVodka wrote:
What will be interesting to see is if the schems can be traded or picked up by non-AS's.
That would givesmuggler something else they could do to make some cash other then selling faction points.
That makes absolutely no sense at all.
I am becoming very disappointed in the CU very quickly. It looks like a lot of the skill/fun might be disappearing from armoursmithing.
Okram2k wrote:
well here's teh basic break down of it to me...
...Once you make cores, you can put them into any type of armor you want. So in essence, all armors are going to have same stats, just different apearances.
Read closer. What it actually says is:
Since the stats were already set in the previous step, a Core can be combined with any appearance allowed for that type of Core.
So, no... not all armor will have the same stats with different appearances. We will not be seeing 70% base assault Mabari.
It said that the cores come in 3 flavors: recon, battle, assault. So here's my prediction for armor appearances:
Recon = Bone, Mabari, Marauder
Battle = Tantel, Ubese, Padded, BH, Mando
Assault = Chitin, Composite, RIS
I'm super excited to see how the drops change the appearance, too. This will make sure everyone knows you're wearing a super-sweet set if you happen to have one on.
Dulita
TurboSith wrote:
i think they forgot to put gloves in their little flowchart they made... and it says up to 4 layers.. but then the segments say up to 3 layers.. am i missing something?
Gloves (as well as boots) are no longer required in a full set. You can't be hit on feet and hands. That's the resolution of the Trandoshan problem (they can't wear any gloves or boots). Gloves and boots still exist and will be decorative, but not necessary.
LeJediFou wrote:
TurboSith wrote:
i think they forgot to put gloves in their little flowchart they made... and it says up to 4 layers.. but then the segments say up to 3 layers.. am i missing something?
Gloves (as well as boots) are no longer required in a full set. You can't be hit on feet and hands. That's the resolution of the Trandoshan problem (they can't wear any gloves or boots). Gloves and boots still exist and will be decorative, but not necessary.
Something to put AA in I guess. If they can't get hit, can they decay?
"Step 4: Final Armor
This final step determines the appearance of the armor. At this stage of the process the crafter combines the Core with some specific appearance parts, tailored components, and/or various optional potential future loot items. Since the stats were already set in the previous step, a Core can be combined with any appearance allowed for that type of Core."
Does this mean thatwe will be relying on Tailorsto supply us with the parts that create the "look" of a piece of armor. I would hate to have to buy crates of parts (especially if quality matters) from a Tailor. This is bad enough with Kashyyykian armor.
The wayI read this is thatan AS can only make the "guts" of an armor set, while it takea tailor to craft the parts that differentiate the armors look.