Armorsmith Archive
Thread: Armorsmith Revamp Proposition 1: General Discussion
justapilgrim wrote:
one glaring problem is padded
everyone uses ubese, no one uses padded. Why notplay with changing padded? no one uses it so why do they care.
add an extra 10% to base, get a nice 50% base to everything with no vulnerabilities. Why not have this stun as special protection. most masters know there is a demand for stun layered composite, and it is usually around 37%. How many people would buy a padded helmet if it were 50% stun resists. Every one would have to have a padded helmet to go with his composite suit.,
More armor. I love making the wookie armor. It wasa great addition. Now some layered kashyyykian armor should be next.
SkinnyManDo
(battlemaster turned wussy crafter)
----------------------------------------------------
Master Amorsmith Armor shop now open.
Shops in New Alderaan (dantooine) 4220 -2716 near shuttleport
Skinny's Cheap armor on the beach in bartertown -403 -5636
NIce Ubese and affordable composite, with all other armor and psgs
winning bids plese deliver to bartertown
I could see adding stun to Padded's BASE protections.. but I can't see it being the Special Resist. That should be reserved for new, questable armor types.. It's just too much in demand. But simply adding Stun to it's base would show an amazing turn around for it. That's why I kind of like the idea of 2 Special Protections for the upper teir armors also. For compo it was just to sort of pad the nerf but with Padded it would definately help sales. The thing is, if Padded had Kinetic and something else and a strategic contrast in Vulnerabilities to Ubese, both Padded and Ubese would stay useful, depending on what you hunted and when. But I do like the idea in concept of putting Stun in the Basic resists. Now I'm wondering just how high Padded's basic defenses can go.
VemaGara wrote:
Customers are the third part of this matrix. This problem is not so easily solved. As long as the customer asks the question, "What is the best armor?" armorsmithing will have a problem. Once the PERCEPTION appears of a "best armor", demand for that armor will grow, while demand for the "crappy" armor will diminish. This will happen even if there is a 1% difference in the armors.
Fortunately, or unfortunately, the answer to this problem lies outside of the game system. This is customer education. Armorsmiths can do it right now. Most of you do. You know how much work that takes. This might be worthy of its own thread: better way to educate the customer.
Good luck, guys.
I agree completely. That is why I am thinking that if you balance out the armors more, it will blur the idea of what the "best" armor for any given situation would be. But then again.. I also agree this could support its own thread. Why not give that a shot since it's your comment?
Epif wrote:
A new idea on armor encomberance jsut came to mind. Perhaps instead of a certain amount of each of the stats it shoulf take away a percentage! This way doctor buffs could be halved or even more so if you had ridiculously heavy 90% composite armor.
Reg: Encumberance
Well how about this simple solution. Buffs affect your regeneration rate and the special usage, but would have no effect regards to armor. Very minimal changes from a player standpoint would occur with this.
For instance. Say your Strength and Constitution were 400 each. The armor you require to wear needs 500 Strength. You get buffs of 2,000 for each stat. For the purpose of armor, both stats "remain" 400. For the purpose of everything else, they would be 2,400.
Message Edited by RumblingSky on 04-04-2004 12:46 PM
RumblinSky you asked "How do we increase usage of all armor types?"
Admitedly this would alleviate a pet pieve I have about this game...
Why can't I have nightvision? As an armorsmith why can't I put nightvision into certain types of helmets?
What about some sort of advanced auto targeting system? I would like to have something that highlights all the hostiles in the area within my field of view and could auto target the center most hostile. Or even an integrated group selection and targeting system that could be used only if a Squad Leader was present. She/He could designate the first, second, third, etc targets and even assign group members to attack specific targets.
I realize the group targeting thing would be some major work, doesn't take a programmer to know that...since I'm clearly not one. But the nightvision thing already exists, and has existed for several years within the gaming world....not to mention the REAL world! Even my sister's camcorder has night vision, it will even turn on a little infra red light of it's own so you can see in total darkness!
Anyone else want a night vision Composite Helm?
Khazad Pallaran - Rising Star, Dantooine. Starsider
Master Armorsmith, Master Merchant, Master Artisan, Master Pistoleer (Retired)
It comes down to wearing what is best. Certifications would increase the use of other armor types, but would be fought by the community tooth and nail. I have often suggested multiple styles of each armor type, much as there are styles of houses. Modifying the armor art slightly shouldn't be a major undertaking and would allow a bit more customization...
But truthfully, the WAY armor is done is flawed and should be radically changed. As it stands now, the armor itself dictates the stats and protective ability. Bone Armor is low and Composite is high (until the RIS quest is made for CRAFTERS and not COMBATANTS, it does not exist for me).
I am having problems with how to say this, but I'll try. Maybe someone else can say it better......
Make the Style of Armor (Bone, Mabari, Chitin) nothing more than how it looks. Style could be its own tree (tied in with colorization and alternate styles) and separate from the protection....
The actual protections would be dictated much as the layers are currently, i.e. as you go up in skill you get added protections.
It would all boil down to a Master Armorsmiths ability to make a suit of bone armor that protects no differently than a suit of composite. The style wouldn't dictate the protections, the armorsmith his or herself would. This would allow an almost infinite variablity within the armors, allowing 'smiths to skip on protection types to reduce HAM or allowing custom orders from fighters looking for specific protections for the job.....
It is a most radical idea, but one I believe has merit. It isn't unreasonable to think that someone might want a kinetic only armor, such as a Ranger who wouldn't need to worry about energy weapons at all. And a PvP'er would be able to concentrate protection on the most popular weapon damage types. There will still be some that want maximum protection from all types of damage, too.
Make any sense?
The only flaw that I see is that players will flock to the heaviest form of every armor. In essence, you get "composite in many flavors" rather than armors with a variety of uses and functions. You've widened the fashion, but not really addressed the underlying problem.
Perhaps if each layer came with a fixed flaw... For instance, Stun layers get a negative terrain negociation, kinetic gets a negative ranged accuracy, and Blast layers decrease dodge. Specialized armor could avoid having many negatives by having fewer layers, but wide protecting armor would be have enough penalties for everyone to give pause. You can reduce the penalty in the final assembly, but then the resists would be less. The primary layer would have no penalty, so those who want an armor with great resists would want an armor with only one layer, and they would also have very few penalties. The "best" balance would fall in the middle, with most players wanting Kinetic, Energy, and something else.
Another possibility is to add skill bonuses in the same slots and layers. This gives a player an incentive to choose an armor with a vulnerability, because they get a great benefit from their armor.
Yes, I really do like your idea. From this, much more becomes possible.
Almhevlasa wrote:
What about some sort of advanced auto targeting system? I would like to have something that highlights all the hostiles in the area within my field of view and could auto target the center most hostile. Or even an integrated group selection and targeting system that could be used only if a Squad Leader was present. She/He could designate the first, second, third, etc targets and even assign group members to attack specific targets.
GraySeven wrote:
I pulled this from a reply I did on a different thread. Just an idea I wanted to throw out...
It comes down to wearing what is best. Certifications would increase the use of other armor types, but would be fought by the community tooth and nail. I have often suggested multiple styles of each armor type, much as there are styles of houses. Modifying the armor art slightly shouldn't be a major undertaking and would allow a bit more customization...
But truthfully, the WAY armor is done is flawed and should be radically changed. As it stands now, the armor itself dictates the stats and protective ability. Bone Armor is low and Composite is high (until the RIS quest is made for CRAFTERS and not COMBATANTS, it does not exist for me).
I am having problems with how to say this, but I'll try. Maybe someone else can say it better......
Make the Style of Armor (Bone, Mabari, Chitin) nothing more than how it looks. Style could be its own tree (tied in with colorization and alternate styles) and separate from the protection....
The actual protections would be dictated much as the layers are currently, i.e. as you go up in skill you get added protections.
It would all boil down to a Master Armorsmiths ability to make a suit of bone armor that protects no differently than a suit of composite. The style wouldn't dictate the protections, the armorsmith his or herself would. This would allow an almost infinite variablity within the armors, allowing 'smiths to skip on protection types to reduce HAM or allowing custom orders from fighters looking for specific protections for the job.....
It is a most radical idea, but one I believe has merit. It isn't unreasonable to think that someone might want a kinetic only armor, such as a Ranger who wouldn't need to worry about energy weapons at all. And a PvP'er would be able to concentrate protection on the most popular weapon damage types. There will still be some that want maximum protection from all types of damage, too.
Make any sense?