Armorsmith Archive
Thread: New top five items you'd like fixed/improved
How about making good armor need to be customized so that you have to make it with a particular person in mind...with that person in front of you...to get over 50% in anything. The way the system works now, items can be mass-produced. And one size fits all. From the smallest human to the tallest Trandoshan. Size, weight, build, etc. make no difference. For good protection, shouldn't a good fit be required? And wouldn't this give more of a role for the younger master armorsmiths?
Folks could still buy armor by the crate to fit them. They'd just have to meet with the armorsmith, who would run a factory schematic.
Not sure if the established armorsmiths will support this, but it's realistic and would involve more player interaction.
Bobba Fett's armor supposedly had all sorts of cool enhancements/sensors in it. We should be able to make rebreathers, sensors that give you bonuses in combat, etc...
What do you guys think?
Taz Sunblazer /Pedo
(Tarquinas)
#2 Storage, If we don't ask for it who will?
#3 Storage, Ever make any triple layered comp in a medium house?
#4 Experimentation range for encumbrance is too small
#5 Armor powerups. lets us or BE's or Master artisans make these, I think a 100 charge model like weapons P-Ups would ber perfect and balanced.
#6 STORAGE! Don't force us to exploit vendors and factories.
My "Top Five," plus a "Pet Issue"
- ISSUE ONE: ARMOR REPAIR
- Essentially, the way the system (if there *is* a system) currently works is ridiculous. As a Master Armorsmith with a total of +17 Armor Repair skillmods, I will take a chestplate that is at 500 / 28,000 condition and repair it "with minor blemishes" one moment, then take a helmet that is at 15,000 / 28,000 condition and have the item "completely fall apart."
- Master Armorsmiths should have some sort of inherent repair bonus, if they already do not. This should be clarified through the +Armor Repair skill which can be currently found on clothing attachments.
- Highly-rated armor repair tools (95 functionality rating and higher) should be noticably better at effecting good repairs than lower-rated ones.
- If nothing else, we need documentation on how items are repaired. (Friday Feature, anyone?)
- ISSUE TWO: TANTEL ARMOR
- Tantel went from having shifting vulnerabilities to having none with the "Droids Rebuilt" publish. This is seemingly unintended. The vulnerabilities should be re-evaluated.
- As its special protection is energy,retooling Tantel Armor could allow it to fill the "High-Energy / Moderate Encumberance" niche much as Ubese Armor fits the "High-Kinetic / Moderate Encumberance" niche.
- Unlike every other craftable personal armor in the game, Tantel Armor has only one basic segment (even RIS has the "Interwoven" segment) that can be used. This prevents Tantel from reaching the protective levels that could theoretically make it useful to the general playerbase. An advanced Tantel Segment could go a long way.
- Tantel biceps, bracers, gloves, and pants should be added to complete the set. The racial restrictions on the Tantel helmet should be re-evaluated or addressed.
- ISSUE THREE: PADDED ARMOR
- Padded Armor's unfavorable protective template, combined with its unusually high organic hide requirements and excessively high encumberance make it generally pointless for both armorsmiths and customers. This is even more frustrating, considering that many customers greatly desire and appreciate the look and customizability of Padded Armor.
- This situation could be rectified by boosting the base effectiveness of Padded segments across the board (permitting moderately high kinetic and energy protections), drastically lowering the encumberances of Padded Armor, and/or removing the wooly hide requirement on Padded Armor segments (replace with fiberplast and/or polymer).
- ISSUE FOUR: COMPOSITE SPECIAL PROTECTION
- Krayt Dragon Composite Segments do not have an electricity special protection listed on them. Electricity is counted as a base effective resist when making Composite Armor using these segments. Yet, player-made Composite segments (both basic and advanced) have electricity as its special protection. This istotally different from every other armor type, and thus it would appear that player-crafted Composite segments are behaving as if they have an inherent electrical layer.
- Furthermore, special protections on Composite Armor do not seem to "calculate" and raise themselves to intended levels until either the base effectiveness experimentation is maxxed, or an experiment is done on durability.
- ISSUE FIVE: ARMOR COLORIZATION
- The ability for consumers to color their composite armor post-creation has been a gigantic boon for many smiths, freeing us from the constraints of color demand and permitting us to mass manufacture armor without worrying if the particular color will sell. It has also allowed customers to set their armor color to patterns and colors that would ordinarily not be seen if colorization was done solely on the production end (who would expect certain colors to sell well?).
- It would be wonderful if this post-crafting colorization was extended to other armor types, as well. This could be done in the same manner that composite recolorization is done now, or through an "armor colorization kit" like those for vehicles and droids.
- PET ISSUE: ARMOR SLICING
- The fact thatslicing affects only encumberance andbase effectiveness makes slicing anything but Compositea majorcrapshoot (effectiveness slices on Ubese are basically wasted). Furthermore, the propagation of 90% base effective Composite pieces has led to many issues with the GCW (certain professions are rather gimpy in PvP, the domination of stun weapon, and even the dominance of DoTs/CMs/Doctors can be traced back to the rise of 90% armor).
- I would suggest a shift in the way armor is sliced -- either make slicing affect ONLY encumberance, ormake effectiveness slices affect special protections instead of base effectivenesses. Enhancers such as Krayt Scales would become useful again. Smiths might attempt to max as many special protections as possible, which would introduce more crafting choices (three 80% special protections or lower encumberance?) ... it's something I've thought about a bit, and it seems to make a bit more sense to me.
1) More questable armor schematics- RIS was a great idea, even if the quest items were a bit on the unobtainable side. The PSG quest is a bit too easy, although the fact that it is a limited schematic makes up for this. Armorsmiths would really welcome a questable armor schematic that did not require looted components to make, or only required a one time acquisition of a looted component.
B) Real shields- Either energy or physical shields would make a good addition to the game.
3) Pet/mount armor /droid armor (if I add better amnor to my droids they should show it ) Can you say R2-TankToo.. I knew you could.. ![]()
4) Visual effect for PSG's- When shield generators are active in the movies there is a very clear visual effect. This would add a strong immersion element to the game.
5) Sound effects associated with armor- Heavy breathing or altered impact noises are two possibilities
1- drop rate of GDK scales. Not sure if it needs "fixed" or just intentionally uber rare. Like to see more, don't seem to have a problem finding everything else.
2- Make padded more desirable- can be done in any number of ways, change hide requirements to scaley hides (no wooly or lok leathery needed), everything uses wooly, why not something else for a change. Change special resist to energy or stun, everyone would get padded if it had a stun resist. Also change the helmet, iit is so lame.
3- More armor types with different special resists. Would like to see something other that bone that has energy as a resist. Racial armor, would be great, nice to see wookies finally get thiers, who is next? no BH doesnt count it is looted and not craftable, why not drop schematics for that, art is in the game
4- make current armor wearable by all species. For example I am a rodain and can not wear tantal helmets or RIS helmets. Not sure what other races can't wear stuff, but it seems one needs to be a human or zabrack to wear all the types of armor. As far as I have heard this is an art issue, and they just havent ever gotted around to it. Well, take a week or so and hammer it out, it cant be that hard.
5- improve existing armors, sure the interwoven bone armor improved bone armor, how about an interwoven tantal schematic? how about advanced tantal segs? more limited use schematics like the bone and RIS ones
since the ID patch..when fighting certain npcs, Death watch and Black suns for example...andforce sensitive npcs,if you get them to use ranged, armor is totally ignored. i was hit for 300-500 over 10 times in a row when fighting all of the above at range. armor was never even considered(and i wear full compositie at 39% stun, so i have no holes)
armor hole bug is back with the id patch
I'd like to make an addition to the Loot segment/scale issue...
The current system of assigninga serial number to to armor segments and scales also render this loot drop useless in most cases. The only creature I have seen drop enough scales/segments to be able to make a factory run of armor segments is the Krayt drops. Most armors require multiple segments to make most pieces, and most drops are from 1 to 3 segments. Figure that one gets burned for the schematic and you are the proud owner of a factory run of 2, yes 2 armor segments.
Instead of having serial numbers for these, how about reducing the number or segments/scales dropped to 1 per creature (no matter the size and keeping the same percentage of drops to non-drops) and removing the serial number, allowing segments from multiple creatures to be used in a factory run. This would make them more usable without unbalancing things. This system could also be used for other component drops like tissues.
As the system stands now, it isn't worth my time or effort to use Fambaa, Sharnaff, Brackeset, Klicknik or other scales and segments. Make these creatures worthwhile too, eh....
1. HAM Experimentation range
2.Armor Belt!! Why do we have to be the only ones that didn't get anything ![]()
3. I very much like the idea of the dual condition shield, temporary usefulness but does not destroy it in 10 seconds.
4. Armor Repair - Very important to make this work right!
5. +80 armor experiment at tech IV. I very much liked the fact that chefs get 9 of the 10 experimentation pts before master, something similar in armorsmith would make it much easier for non masters to make something that is at least saleable.