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