Armorsmith Archive

Thread: Inspiring the Armorsmiths

Boonsnark
Thu Jul 07, 2005 7:49 am
#40

I really like the idea of a reduction in factory time, and totally against anything that will increase the protection of armor, last thing we need is anything remotely like the old buff situation. Standardisation of the color pallette would be useful but not as a entertainer buff.


The mask scent idea would be handy but that doesnt stop NS ect. finding you, maybe a version of cover that would be useful.





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RayEnnis
Thu Jul 07, 2005 8:59 am
#41

I would have to agree with many of the prior posters:

1. Fix the existing bugs.

After that I would like the holes filled in, like actual items for the Biological-Mechanical Cartridge (BMC) bits.

Otherwise:

Color Palettes?
Sure... but how about a method (or a check box) that will enable, as we craft armor appearences, the color scheme to match Piece to Piece.

Statless, decorative armor?
I like it... as long as AS's make it and anyone can wear it, including faction armors (can anyone say Halloween?)

I also like the idea of Coloring Kits for Armor. (and about time too).

But (back on topic) a type of 'buff' from Entertainers that would assist Crafters (if not Armorsmiths in particular) that wouldn't be 'neccessary':
A. A 'sneaky' buff that gives a (large) bonus to the use of the ranger-made camo kits and mask scent... this would help any person hit their harvy's. (This could break upon combat... so its' only used for its' intended purpose.)
B. A 'crafter' buff that gives a 10% bonus to ALL aspects of crafting... from Assembly to Experimentation to lowering complexity.
C. A speed-crafter buff that gives any crafter a quicker time between screens when crafting... as well as less time for the finished prototype item to be completed.
D. I really like the idea above of a bonus to Repair.. which will go over cap.
E. Another I really like is to be inspired to use the resources in crafting more effectively (which could equate to giveing the resources a slight bonus in stats).

And if they wanted to add variety they could even make the 'A' example usable only on the planet one got the buff... so Entertainers would have the option of spreading to other planets and having a chance of getting buffed.

Hope that helps,

Message Edited by RayEnnis on 07-07-2005 11:07 AM




z [ K E G ] z

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Tralmek
Thu Jul 07, 2005 10:35 am
#42

Thanks for all the suggestions! This is very helpful...besides it gives me a good chance to get to know your community better than I did before. I've started compiling all the ideas collected in these threads, but of course you can still submit your suggestions, I'll be checking back often!




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inhibitedkarma
Thu Jul 07, 2005 2:16 pm
#43

i'd like to see amazing results more often with both music and dancing inspiration buffs applied maybe 50-75% of the time you experiment, or at least the chance of critical failure and "good" results eliminated with both buffs applied pretty reasonable i think i mean honestly why would a master armorsmith completey fail anyway with all the skills learned and such just doesnt make sense to me but back to topic.


also would be nice to see shorter times to complete schem runs, would prob be hard as hell to code and more chances of getting bugs but would be nice.

Salvatoris
Thu Jul 07, 2005 5:55 pm
#44


Less critical failures would be great.. I also like the the idea of a few more colors.. maybe a true black where there isn't one now. i think the coolest benefit, the one that would sell the best would be a slight boost to protects if you are inspired during the appearance crafting phase.


I don't think inspiration buffs should apply to factory runs at all... and i hate the idea of end user color kits.. to each his own. In fact, i don't even see how color kits fit in a thread about inspiration buffs... as long as we are going off topic... how about colors for bone armor.. I bet if we could color irt... we could sell it.



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Xiomburg
Thu Jul 07, 2005 7:00 pm
#45

How about additions that youc an add onto the armor...


Spikes, Studs, Symbols, Patterns and/or Plumes.





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Carthax
Fri Jul 08, 2005 4:08 am
#46

50-75% reduction in tool "working" time.

So that when I make hand crafted armour, it almost instantly pops out the tool. (it would serve to shut me up about factories for a few weeks, until I got RSI)
Ajo79
Fri Jul 08, 2005 4:23 am
#47

Coloring kits would be nice. It would reduce the hazzle for smiths and increase the value for customers.



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ArnnStardust
Fri Jul 08, 2005 4:35 am
#48

Please don't bug us again!

2-3 out of business weeks is a cruel reminding (I am an imperial armorer only).


So my wish is: leave us alone please! I don't want to craft pink scout trooper armors





Arnn Stardust
Master Armorsmith 125/125 R.I.S. certified
currently buying
Master Smuggler | Imperial Colonel

ORION - High Quality Weapons, Foods, Drinks and Armors
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Keeper32
Fri Jul 08, 2005 4:44 am
#49

I think pink imperial armor would be fun.


The imperial pimp trooper



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-Droideka-
Fri Jul 08, 2005 4:48 am
#50






pykescylla wrote:


C'mon, guys, this is embarrassing. A profession that is in way worse shape than us is looking for our input. Let's put our own problems aside for a minute (they'll be there when we get back, I promise) and think.


1) An inspiration buff could decrease the complexity of a schematic by a small amount and thus speed up factories a bit.


2) As has been said, a significantly greater chance of an amazing success would be nice. That would at least help with PSG experimentation and bump the condition of the subcomponents a bit. I've never seen that an amazing success on assembly does anything and with assembly failures gone, buffing assembly seems pointless. However, amazing successes may overpower other crafters where experimentation means more (e.g. weaponsmiths).


3) An inspiration buff couldadd a small bonus (5-10%) to condition. This could help both AS and WS, but I don't know how it would translate for other crafters. Mass for shipwrights? Duration for chefs?


That's all that comes to mind at the moment.








Add these to inspiration buffs and I would never craft again without one. Good ideas.




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CG_Cowboy
Fri Jul 08, 2005 9:55 am
#51

Okay, ditto the obvious...fix the bugs (particularly factory colors and health enhancers) and add armor customization kits (color) before they even think about expanding on the profession with buffs.

That said, I've read a lot of other suggestions and was wondering what you all would think about this:


Rather than increasing our chances of an amazing success, how about increasing our experimentation lines?


We only have two lines of experimentation anyway, so an amazing success just allows us to improve condition a little.


Basically, with this idea, you could use less than perfect resources and still get decent results. Say that you put all your resources in and you get a resistance experimentation line that maxes at 80%. With an inspiration buff, that gets bumped up to 85% or 90% percent.


With all the new named resources that are required, this would certainly help when you have that one resource that isn't perfect and would be particularly useful to the newer Armorsmiths who haven't yet hoarded millions of units of top quality named resources. I think you'd find the Armorsmith community lining up for the Entertainers to get a buff.



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Megadyen
Fri Jul 08, 2005 9:57 am
#52

There are some great ideas in this tread.


One thing I would like to mention Tralmek, please try and have the devs make sure the "inspiration buff" applies to the armor smith, not directly to the object they are building.


Things like extra colors and for show only armor are awesome ideas, but in my opinion they belong as additions to the armor smith skill set (which is still borked), they aren't things that should be obtainable because you watched someone dance or play.

The same goes for added defenses or camo. Both are great ideas, but buffs like that should be coming from the doc/CM/ranger/BE lines. I know this would add more class dependencies, however I think it would maintain a more "real" feel to the classes and maybe make some of them more useful. Docs should make you better and stronger, while if you need to sneak around in the woods you should be getting a ranger/BE to camo and/or de-smellify you. An inspiration buff applied to those classes should make the buff or camo effect more significant on their target.


With reduction in resources, I would much rather see the devs implement a real "refining" system that works for all professions. Something where any crafter can take piles of resources … melt them down, mix them together and then experiment on the end result stats based on what you put in, but it should create specific resources not the generic ones like the recycle twit things make now. That would allow people to combine smaller lumps of resources into bigger ones and maybe create some really neat alloys.


I can definitely see an armor smith working away in their shop with their muse dancing/playing away in the corner inspiring them to be more creative, have a fit of genius, or just take the stress out of work (how many of us listen to music while we work).

Some of the suggestions that I think would work best given those conditions are:


-Increased Chance of Amazing Combination/Experimentation (as stated in an earlier post, this absolutely cannot super cede food buffs or we will run into balance issues with chefs)


-Decreased Chance of Failure on Combination/Experimentation (as stated in an earlier post, this absolutely cannot super cede food buffs or we will run into balance issues with chefs)


-Increase Success Rate of Repair


-Reduction in Complexity of Schematics/Individual builds (personally I think this is a brilliant way to decrease production times)


-Increase Number of Experimentation Points


-Increase Chance for Maximum Sockets (4 or 5 if we're lucky)


If I think of more I'll add them
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