Armorsmith Archive

Thread: New top five items you'd like fixed/improved

septemberfog
Sat May 15, 2004 11:28 pm
#40

please re-do the padded helmets nobody buys them they look stupid.

a special jedi armor would be nice so we dont lose jedi business if they are going to nerf.
Knapf
Sun May 16, 2004 12:09 am
#41

Got another 5 for you. (Mind you this is more of a wish list )

1) Weapons in place of some armor slots.

I know it sounds odd but thinkBoba Fett for sec. He had all kinds of stuffshooting out of him. Say you take some of thearmors protection or make it heavier. But it would be cool to see someone holding out their forearm andblasting off a few rounds.


2) Stat boost to secondary stats

( minor but nice to think my armor is making me stronger) Give like a armor command that will let you turn on the armors power making you stronger or faster, at a high decay rate.it could be crafted by any one of three classes (or all three) BE, DE or Docter. or each one could give a different boost.


3) Craft-able itemsImplace of armor segments.

Think along the lines of what I was talking about above with weapons, only in this case you would be crafting say... DE's could make guidance systems or maybe enhanced S.M.A.R.T armor Segments. giving the armor better damge reduction but making it weaker over all. Or BE's/Docs could make Chem injections systems that in a battle would give a temp boost to all stats for a short but good period of time.


4) Vehicle armor.

Now this may be a little premature with the jump to lightspeed Expantion coming out near years end but armor for vehicles seems so normal. I don't know how much armor a Swoop would hold but I think seeing a Speeder with some armor on it would look nice. (maybe a nightmarefor the art team but I am sure they could do it)


5)FactionArmor or Varying Art.

Now I am not saying this should be on the top of any work order.but even keeping the same stats for all the armor and just making defferent looking versions of the same armor would be sweet. like the female version of Chitn would look different then the male verson. Or look different on different races. Like it was made for that person. Faction armor should be crafted by Faction bases Armor Smiths. So my imp armor would be better then my Rebel armor and so would go for Rebel armor smiths. they could also color the armor so players could get that AWESOME looking Dark trooper armor they have always wanted, Or Black trooper armor. and Rebels could get the one thing they want most, which is any armor that DOESN't look look the Rebel armor they can get now.


Ok so I am wishing.. Sue me.
Samun138
Sun May 16, 2004 9:24 am
#42

What good is armor , if your uber_01 armor piece will eventually die and cant be repaired? I mean not everyone likes to keep their 90% 0 ham armor on the mount in the house.


1) Armor Repair For SURE


2) Some sort of Armor Satchel with Exp in it.


3) Less ham on Composite....






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JaatoWaals
Wed May 19, 2004 8:26 am
#43

Ok, this is going to keep going until Friday, when I'm going to pull everything, print it out and take a look at what the most popular ones are.



Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
StarchMonkey
Wed May 19, 2004 8:45 am
#44

I think that if armor eventually gets "nerfed" into having less actual protection through raw resistances, then we should start pushing for armor to head towards a more "enhancement" type role. BE cloths and armor attachments would be a great way to introduce skill modifiers that could affect your protection through things like dodge and counterattack without a concrete resistance to a damage type. This could give all kinds of cool features too. Perhaps things like mabari could be able to have more skill mods, and composite has more attachments or raw resistance. Lots of things possible...


6) BE cloths



-------------------------------------------------------
Joryn Sunnrae
Master Swordsman
Master Medic
-------------------------------------------------------
Brutus_Krylop
Wed May 19, 2004 1:42 pm
#45

Another thing to consider: Ubese Jacket Condition


The Ubese jacket takes up 3 of the normal armor slots (chestplate and R-/L-Bicep) and yet has the same basic overall condition as the other pieces. As such, it decays at a highly accelerated rate. I don't know about the rest of you, but I stock a ton of Ubese jackets aside from full suits, and they sell out really fast (generally you will go through 3 jackets before you go through the rest of the Ubese pieces).


The Kashyyykian Ceremonial Armor Chestplate covers the chest, biceps, and head. It has a significantly higher basic overall condition than the bracers and leggings. While it still decays faster than the other pieces, the higher condition mitigates the problem.


Anyway, I'd like to see the basic overall condition of the Ubese jacket boosted something like 25-35%. Might hurt a small bit of business, but it would be good for the armor system as a whole.





Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

Kiom
Thu May 20, 2004 12:07 am
#46

1. Looted armor schems for maybe a new helm and/or chest. (Something along the lines of the WS schems)


2. Beef up the dropped segments base resists. This would help the non-massters. The bases should start at what a master could make with average resources.


3. Maybe I am doing something wrong, but I get 69% base on all comp pieces except the chest. The chest comes out as 68%.





Monroe Glesn - Distant cousin of Kiom
Master Tailor
snuff0r
Thu May 20, 2004 12:14 am
#47

#1: Make all armor types woth using: increase Protection of low level armor, increase Droprate or rare(RIS) armor components


#2: Armor repair issues


#3: Storage


#4: PSG: make em use energy cells or something to recharge, could also be used for droids, vehicles and weapons. Energy cells are something i really miss in this game


#5: Factional Armor




Rahae Ceera: Colonel of the Imperial Army
DrClawX
Thu May 20, 2004 3:24 am
#48

One of the problems i see is theres not much low/mid grade armor being produced, people jsut grind through that part of the profession. I used to make a lot of low/mid grade padded, chittin and mabari because i had too to gain experience points in order to advance in my chosen profession which happend to be making armor, as well makeing money and reputaton. Also it was along time ago when macros wernt well known and i sure wish i knew em on those last few skill boxes heeh.


Not that some armorsmiths dont take advantage of a mid lvl player market, i usally make some cheaper stuff when i find the time to. An example which would probably be around 45-50%ish composite and a 10k a piece. But anyways novice/mid lvl armorsmithsshould be making product for low/mid lvl players, selling chittin on the bazzar is pretty decent cash for your skill lvl. Blah blah blah


IMO nerfing armor from max 90% to 50% is retarded, ok so it wasent intended to work that way guess what it DOES work that way.


Although i could see a system where you could have 90% energy vs low lvl weapons (eg...scout blasters) and 50% to lets say stun and acid which higher lvl weapons would do. And say a rifle suchT21as would do energy with armor piercing negating most energy resists to say 50% value.


Damage mitigation will probably betied into the armor u wear ie nov marksman gets gets +5 damage mitigation form bone armor or something to that effect.


Also instead of fixing existing armor there should be more focus on new armor, im sure st armor and some form of rebel armor is going to be craftable soon toowhich is cool and im looking forward to it.Epic questarmor (RIS, Mando) is cool too but is not for everyone. Mabari is for noobs, Idont go kill high lvl mobs with a with a dll44 metal pistol now do I. New desireble, obtainable armor is needed to keep a fresh look to the game, not to mention new cloths etc....... Actually i would grind high lvl mobs with a dll 44 metal pistol hmmmmmmmmmmm ok lets say i shouldent be able to do above statement. LOL


cachoKOG
Thu May 20, 2004 8:35 am
#49

1. Chemical defence.
Some type of protection against Combat MEdics PLz.
So we can equal the Over power they have in PvP.


2. Armorsmith Belt / apron,


3. Faction armor. We should be able to make the Faction armor.


4. More Types of armor, with the ability to mass
produce like comp, and ubuse.


5. Decimal numbers while crafting, it is frustating not to see the % rice
even if u put more exp points to it and it stills stays the
same %.




Cacho
Armorsmith
~ theed ~


~Pay less,... for the best~ Guatemala Represent


Bloobfin
DWICrafting
Fri May 21, 2004 1:05 pm
#50

1) Craftable factional armour - and not just basic stormtrooper stuff. Scout, and Sandtrooper armour are a must for the imperials. Rebel Marine armour and the type seen in ANH.

2) Armoursmith Belt - everyone else got one and it would be nice for the smaller smiths to get a helping hand

3) Padded Armour - redo the helmet PLEASE. Dorky, geeky whatever. Nobody buys them. I'm not sure about the specifics though - i can get 76% Kinetic or Energy / 46 % Base with average hides.

4) GDK drop rates - ok rare is rare, but this is stupid.

5) PSG's - they should self repair once the condition hit's zero - back to a point LOWER than the previous max condition (say 5%). I'd love to see the sparks as a shield intercepts a shot as well, but i'll take a self repair first.

Merla Darkwater
Master Tailor / Master Armoursmith
Swamptown, Corellia
Lowca Galaxy



Merla Darkwater [Master Armoursmith / Master Artisan]
Swamptown, Corellia

-438, 4472
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Allankyoto
Sat May 22, 2004 8:23 am
#51

1. Make encumberance have meaning beyond getting the armor on and off. A TKA shouldn't deal as much damage for example wearing a full suit of heavy as lead armor. (hell he shouldn't be able to lift his leg off the ground :smileytongueSame a rifleman wearing a full suit of comp should be nowhere near as good aiming and hitting targets wearing armor that weighs a ton. You get what I"m driving at.That would return meaning to HAM and hence variety to armor, IMO.


2. Craftable Factional Armor. 'nuff said


3. Armormosith belt, apron.. whatever you want to call it


4. GDK drop needs to be fixed. 'nuff said


5. Allow armorsmiths to add some sort of decals or designs to make their armor look a bit unique.



JZeus-Sarono
Sat May 22, 2004 4:25 pm
#52

Well since i cant say make RIS better lol then i guess these will do.


1) Fix how all armors are expermented on, for exsample comp works right all others do not, if I increase the base the special should go with it. Here all these loot items have nothing but base in it (maybe something like heat and cold) but the point is I looted (Legendary) bone armor segments, 90% base... guess what, its 80% restraint and electricity but the special is crap, best i could get was 30% energy dumping all the points into it, when this armor "Should have been" 80% to everything that was in special and eff. Ubese and Chitin AND padded all the same BORKED! When i put points in base eff. the special should raise like comp.


2) PSG's Who's bright idea was it to put not 1 or 2 BUT 3 vulnarabilities in it? I mean i could see restraint, how do you restrain an energy field??? kinetic and acid should be up there, Blast, thats an iffy.


3) umm, fix those 2 for now, then well work from there lol




JZeus - Elder Master Armorsmith *since Aug 03*
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