Armorsmith Archive

Thread: BRAINSTORMING: Fighting for Encum Exp is a lost cause lets think of something new.

FinderComnet
Thu Apr 14, 2005 7:24 am
#27


I posted this in another thread and just ran across this one, so felt I should repost it in a more proper thread.


It is unfortunate that armorsmiths crafting has been so dumbed down.


I don't know, as it is explained in the new system, to change it would hurt the balance of who can wear how big a suit. My thoughts are, if you can't actually work on the encumbrance of the suit now, how about some sub system lines to place your experimentation points into? Meaning; much like BE clothing, instead of giving just armor defense bonuses perhaps some minor skill bonuses. These armors are hi-tech, its not like slapping a metal helm over your head and saying its good. Add in a HUD line thatwhen experimented with can give asmall bonus to General Ranged, General Melee, or creature recognition bonus. How about an optional stealth component, when added can give a smallbonus to stealth and mask scent (explainedas full enviromental enclosure and heat dispersion). How about"powering" armor to add bonus melee damage or larger personal carrying capacity?


This gives an Armorsmith the ability toexperimentonarmor, making a name for themselves in not only how good the armor defends but on what the armor assists people in. It also will help seperate them in personal expertises, you want powered armor, go to so and so,she makes the best. You want personal HUDS, go to this person, his are the best.



------------------------------------------------------------------------
Neugen Morgenstern,
Everything has a price.
beachurr
Thu Apr 14, 2005 7:42 am
#28



1)


How about making number of sockets non random.


So .. if u put ur back into it u can actually make 6 or more sockets. With the promised revision og SEA there would be a market for alot of AA in armor.

In short: u put point into making more sockets.


2)


Armor equip delay: makes sense that armor well crafted will quicker to equip


3)


Cert mod: A AS could alter cert by putting alot of points into crafting thus making resist suffer to lower cert.







Beachur Barrezz / Vulvane Sense
--------==]VNV[==--------
Droid Engineer Elder / Domestic Goods
Vendors at -1251 6443 Naboo, New Colonia + -1033 -3001 Outside Bestine + -1255 1633 Dantooine, Near MO


Cianhydle
Thu Apr 14, 2005 10:08 pm
#29

/bump
ZionHalcyon
Thu Apr 14, 2005 10:09 pm
#30

Yes, please, bump this thing - I think its become a safe haven in a sea of madness out there.



Z I O N U H A L C Y O N
J O R R EN U DA RK S T A R
-------------------------------------------------------------------------------------------------
Jorren's Spy Kill-o-meter:
334 Rebels |5 Jetpacks | 4 BARC | 3 AT-RT | 2 Desert Skiff | 2 AV-21
and countless speederbikes and land speeders.
I love being a spy.
Ryche_Mykola
Thu Apr 14, 2005 10:12 pm
#31

I don't see whats the big deal. Its not like the hindrances do much.

I dualed a Fencer in full RIS. I was ranged with no armor and I was unable to kite him, he was able to keep right next to me the whole time. I thought there was a movement hindrance?



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
ZionHalcyon
Thu Apr 14, 2005 10:20 pm
#32






Ryche_Mykola wrote:
I don't see whats the big deal. Its not like the hindrances do much.

I dualed a Fencer in full RIS. I was ranged with no armor and I was unable to kite him, he was able to keep right next to me the whole time. I thought there was a movement hindrance?





The hinderances are mitigated to nothing as you climb up the elite profession to the point of mastery.



Z I O N U H A L C Y O N
J O R R EN U DA RK S T A R
-------------------------------------------------------------------------------------------------
Jorren's Spy Kill-o-meter:
334 Rebels |5 Jetpacks | 4 BARC | 3 AT-RT | 2 Desert Skiff | 2 AV-21
and countless speederbikes and land speeders.
I love being a spy.
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