Armorsmith Archive

Thread: An idea for an armorsmith! (Just a thought...)

Shlo_mo_shun
Tue May 04, 2004 10:08 am
#14

This is a great idea. It wouldHAVE to go into layer slots, providing the trade off in terms of resist vs. benefits. DE's could make some of the enhancements, BE some of the others, and even have Master artisans make others.


DE's- any of theterrain negotiation/burst run+/dodge (possiblydefense to dizzy 'gyroscopics')types of additions. Similar to the mechanical enhancements they would put on droids to make them move in a coordinated way.


Artisans - Any of the ranged accuracy/melee accuracy types of additions. They cover the complex computer stuff already for PSG's and such, this is a near fit.


BE - Resist to poison/flame/elementaltypes of additions. As well as any types of harvesting or creature types of additions people could come up with.


Limit it to onetype of layer per piece of clothing, (thus composite could add three different things to a piece, but not 1 type three times, just like the Attachments work now!), and make it like+2 max., so that a full suit of padded (belts have layer slots!) could provid+20 intwo differentskills, or be divided up in some combination of the totalof +40 ( from 2 layers). Composite, could provide up to +20 intwodifferent skills (with the padded belt) and +18 in a third one, or some combination of this +58 points. The tradeoff is, still very heavy, and no layers, so like +50% max resists. Don't know if +20 is too much in terms of dodge/aiming, but it would be about right in terms of resist/terrain negotiation and some of the others. This + and the encumberance could be tweaked on each different type of part to provide a fair amount that wouldn't make any of them unbalanced. Some might only allow +1, while others would go as high as +3.


They would have to have weight approximately equal to layers, as well as equal or less materials to keep costs down (as the cost to armorsmiths would bemuch higher than making layers themselvesif bought off otherDE's/BE's/MaArtbefore the armor was even made.)


Don't know about experimentation on these, as with only like a~+2 category, it wouldn't matter if you got up to 90% materials(50% would be the cutoff), and if you could only lower the encumberance, then that is all people would do, and their wouldn't be too big of a penalty other than losing the resists of the layer.


Anyway, great idea, and lets try to get this gaining more momentum. I think the only people who might not like it are the DE's, cause they don't want to be a support crafter. However, Bio-engineers are a supportcrafter already in Bio-cloth, and Master Artisan is at it's nature a support crafter, so it shouldn't bother them. Anyway, with armor in relatively good shape, I can see this moving near the top of our Top 5 issues.



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N00bster
Wed May 05, 2004 1:41 am
#15

N00bster
Wed May 05, 2004 1:53 am
#16

Hmm I HATE it when my posts don't work!

Anyway...what I was going to say was that shouldn't forget about the possibility of crafting Ultra-Light armor, thing's that are meant more as a means of wearing the enhancements than an armor in itself. By pooring most of your experimentation into reducing Enc you can create really low height suits, espesially when working with lighter armors like Ubese or Tantel. These would appeal to people who generally dont wear armor because of the high encumbrance, TKA for instance.


Ofcause the skillmods we could offer through armor enhancement would still compete with the BE/Tailor clothing for customers.
Xanthra
Wed May 05, 2004 6:55 am
#17

I do think this is a good idea but I think we will have some difficulting "weaning" people off their super composite... However it does make perfect sense as far as balancing things out to sacrifice a layer for these, a good point is brought up that composite is going to be the way to go with the triple layers. I would absoultely LOVE to see more padded and chitin armor running around, and perhaps this idea can help with that. Possibly giving Padded and Chitin an advantage in the dept. of these "add-ins" may make them more appealing to people, likea dedicated slot specifically for these - in addition to their layer(s).


????



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KauriChumm
Wed May 05, 2004 8:10 am
#18

Perhaps to get people out of their compo this idea can be rolled out with a new armor that is more mechanical in nature (Besides the helmets, compo and ubese seem more like straight protection that anything mechanical). Then this mechanical armor can have it's own special enhancement slot for these components. Also the slot should be added to BH/Mando armor since that's sort of the purpose of this whole thread. This allows someone to carry a heavy protection suit (compo) and a skill enhancing suit (new armor) instead of a heavy protection suit (red compo) and a skill enhancing suit (black compo)



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Thraxious
Wed May 05, 2004 3:22 pm
#19



All interesting suggestions for the thread! Keep it up!


Alright, by the looks of things we're trying to nail two issues by using the same stone.


Get people out of nothing but composite by using perks and armorsmith inserted bonuses into armor.


Make armor a more immersive experience by using skill mods as a method of enhancing new suits.




I'm not sure about not including composite on the list of armor with enhancements... I mean... That suit really REALLY looks mechanical (wires and a lit up visor, etc...), but I do agree that giving enhancements there would simply push that suit over the top. We put them there and we'll never see anyone out of Composite...



An idea that was brought to my attention would be to have the same sort of mod's (Servo motors, air filters, body gloves, etc...) have different outcomes in different types of armor. Perhaps simply adding these mods to composite will increase the HAM of the piece by 30%? Wheras if a mod was applied to something like padded armor, the HAM increase might only be 5%



Of course, I'm not sure about you guys, but how do we get a targeting computer onto a padded armor helmet? Or servo motors onto bone armor?A lot of the armor seen in the game doesn't look like it has room for some of the more mechanical enhancements we have in mind. Do you think we should startseeing Bio engineered stuff for stuff like Bone and Tantel?



My apologies to everyone, but I'm afraid I personally have never been an armorsmith so I hadn't a clue about the composite triple layer thing. I agree now that if we play the 'replace a layer' card, composite could have the most slots and we wouldn't really want that...


Perhaps armor should have room for 'enhancement slots'? Whereby different suits of armor had more slots for these perks? For instance, we could have Chittin armor have a slot for 1 mechanical enhancement, and 2 bioengineered ones? Composite, Mandalorian, Stormie (I hear it'll be player crafted soon?) would have 2 slots for mechanical, no slots for bio engineered ones.


To enhance the need for other types of armor, perhaps bioengineered items don't have any HAM penalties or have the ability to yield the greatest effects?


Ideas for bioengineered enhancements (which makes sense in an RP sense) might include bleeding/ stunresistance material (perhaps synthethic flesh dispensers or shock absorbers), terrain negotiation lighteners and slip resistant material (Something as simple as a different treament of the wooly hide within the armor may make it easier to move in), or padded soles (increases mask scent, camo, sneak, etc...).


When I say bio engineered, I refer to something along the lines of something that doesn't need a circuit board to make. Once again, this is all for the drafts, but I think I'll throw this up onto the in-concept discussion tommorow and see what the dev's think of all this.


Lets keep the ideas churning people! I'm still looking at some drafts for some of the enhancements, but I could always use more!


Thank you all for your input, both present and future.



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DHorse
Wed May 05, 2004 4:02 pm
#20






N00bster wrote:
Hmm I HATE it when my posts don't work!

Anyway...what I was going to say was that shouldn't forget about the possibility of crafting Ultra-Light armor, thing's that are meant more as a means of wearing the enhancements than an armor in itself. By pooring most of your experimentation into reducing Enc you can create really low height suits, espesially when working with lighter armors like Ubese or Tantel. These would appeal to people who generally dont wear armor because of the high encumbrance, TKA for instance.


Ofcause the skillmods we could offer through armor enhancement would still compete with the BE/Tailor clothing for customers.











Well, How about some scout armor.........

Light on HAM, light on resist, but some +mod like doge and melee defense?????



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Daisame
Thu May 06, 2004 2:19 am
#21

That is a terrific idea. I certainly like the ability for people to add value to a pretty mundane (albeit necessary) item.



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Eryk
Thu May 06, 2004 3:04 am
#22

Simply put - this is a great idea.


God, I wish the Devs had about a 500 person programming team. They could do everything we need them to do in a month, as opposed to three years.


Here's hoping they can implement something great like this sooner rather than later.





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hopnasty
Thu May 06, 2004 3:42 pm
#23

sorry to hi-jack your thread....


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Shion
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Layden
Thu May 06, 2004 5:16 pm
#24

I love this idea



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Krallic
Thu May 06, 2004 5:23 pm
#25

I like this idea, but if this is to come into armorcrafting I would like the layers in segments thing of today, changed to a system where they are all added during the final combine. So that you have one slot for 4 segments, then 3 slots with 4 layers each on a composite chestplate. This would more easily allow certain special components (filters etc.) to be used in only a certain piece of the armor. (Why do you want an airfilter in the boots anyway?) It will also make custom armormakeing easier and quicker to get the product to the customer.

In this way you won't need a specific segment made for each and every type of custom gear, but rather make it on demand with your premade segments.
Xanthra
Fri May 07, 2004 10:20 am
#26

/superbumpage



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