Armorsmith Archive

Thread: Armorsmith Revamp Proposition 1: General Discussion

DrClawX
Fri Apr 09, 2004 3:00 am
#53

Iwrote:


"I think with the current buff system there is no penelty on wearing armor, perhaps heavier (composite) armor wouldhavefixed - mods like movment penalty and - dodge mods. While giveing def to kd and bleed. And light armor (bone) would be harder to hit easier ti bleed and kd.


You could have a fixed armor hole where damage would rarely (if never) slip though on composite, while bone has a slight chance of geting hit in a weak spot.


As well make enhancements such as vororater liz scales some what like a harvested item like milk or crustation. Shift the resists like minable stuff where as a vororater liz scale may be desireable one week but a scharmaff segment would be the next. Kryate scales should always be tough to get and best to use but make an easier more widly collectaable enhacment (stackable) creature loot. As well make it available in lower numbers to avoidsmiths running 100000 suits of uber enhaced composite. This will add more variety of resists, as well as some rarer pieces that arnt mass prouced by the crate. "


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To elaborate more on my previous post, the pointim trying to make is therecould be a fixed penelty of some sort regardless of buffs or quality, professions could equalize the penalty, lets say tka gets + dodge and composite - dodge, reducing the penalty some what, where as lighter armors wouldnthave as bad dodge penalty increasing there natural ability. While still allowing heavy armors as an option.


At day one you have 0 dodge, day two u buy bone armor u have -10 dodge, day 3 u get skill with +10 dodge now u have 0 again. Think of it as weight and strengh, composite weighs more and should protect better.eg.bleeding, knockdown or equilibrium, etc.. etc... etc... etc... Wearing heavier armor would have some benifit of being heavier and thicker.


Another point is high end mabariaint that bad except it looks stupid, more of a female apeal to it. Id wear a piece of armor with exact stat range if it looked better, keep it for lower lvls but make new armor thats a little better harder to make, quested (yet optainable), that the novice cant make. And nobodys gonna craft high end mabari cause nobody would pay for it, it is easier to make but u still would have to use uber materials to make it that way. Perhaps a layer mod could be added to the profession where layers 1 would allow you to add 1 layer to armor. More armor would fix the problem oh ya i must insist it be obtainable for the average player.


Now with the loots, say make a herbavore hide, reptile scale, carnivore hide, avain feathers.etc etc.with shifting, random fixed stats and caps. Just a widly used enhancment perhaps rangers should get bonus to looting these. Not as common as hides but again obtainable. Make the kryate and janta hides stull uber and rare,.


Oh ya why cansomebody make moremoney mining materials, than an armorsmith producing items all day? 8 harvestors can generate more profit than anaveragearmorsmith. can. While they are probably mining just as much just smaller amounts cause lots are tied into a house and factories. Thought id add for the sake of arguing hehehe. Lets say any person can use 1 ofany factory, Where as a a master armor smith may have 4 lots for clothing factoriesat his disposal, not conting againts his lot space. I run 1 house 4 factorys and 4 miners, and have no cross sever support, perhaps players should earn their right to place structures, to combat cross server deals, it should be doeable but a pain in the but enough to discourage most people from doing it having to invest time into a character to gain that privilage cmon its kinda cheap IMO. but i guess people will still do it and we pay real money for the account so i danno.


My thoughts on the combat revamp, they are not touching the armor or guns. They will just chage the way the ### hit you. Now stun is coming more into play completly chaning combat roles and the way armor will be crafted. And all the new guns and armor that will eventually be added may not work with the current system. I like change its good i guess if its done right but its adds new ways of thinking and new obsticales to overcome. Also to a merchant revamp in the work, perhaps another thought to ponder.................. any ways im out. Oh ya and space is commin soon too.
Shlo_mo_shun
Fri Apr 09, 2004 11:53 am
#54






Shilak wrote:

(snip)



Idea 3 - Change the wayarmour encumberanceworks


This is a more complicated change, the encumberance of armour should be applied to the base stats of the wearer, i.e. if someone has 400 stamina and their suit of armour requires 450 to wear they cannot wear all of it, irrelevant of buffs, food and drink. This will result in people having to pay attention to the armour they wear, rather than just getting the highest resistance armour possible and soaking the encumberance by buffing and using food/drink. Of course for this to work properly the bug with the human secondary stat limits would have to be resolved.





While I agree with the message of this point, I disagree with the implementation.


I would guess that if you are proposing this type of change, you are not used to either using armor without buffs/food, or are not a toon with a low stat cap. I know that Rodians, Twi'lek and MonCal all have a stat cap of 400. Try even finding an average composite suit with stats below 400 for their stats. Yes, I can and have made one, but it was unlayered, and with resists around 40%, the rest of the points into HAM. Why have a 3 layer suit if you can't even make a triple layered version that anyone can wear.


Instead, I would propose that Buffs alone be negated, but food/spice be allowed for getting into armor. This is usually All I need to get into my own composite suits, and means that only the heaviest of the heavy suits would be unwearable. Additionally, kick off armor when buffs wear out, as this would be a great way to limit people using composite. They wouldn't want to constantly burn through food if they always needed it to wear armor, and might opt for a different/lighter suit.


Still, this does nothing to change the fact that even for ansuit of 400/400/400 HAM, Composite is still better in almost every way to any other suit (except for Kinetic Ubese). No, I think that resists need to be played with in Composite and Padded, as well as a significant HAM reduction in Padded to make it viable. Tantel REALLY Needs STUN resist to make it ever worthwhile.


The main problem I have with not changing (nerf)Composite in some way is future Additions? How in the world can new armor be introduced that does anything original or useful over how composite currently is now? Sure, it can look different, but how can it be better in any way. Stun resist, and AR2 are the only possible ways that it could be beaten as it currently stands. That isn't enough room to improve/innovate to.





shlomoshun Boutros -
shlomoshun Master Armorworks - Imperial Prototype Shields
Far Haven, Tatooine, Ahazi (across from the cantina)
Shilak
Fri Apr 09, 2004 8:24 pm
#55


Shlo_mo_shun, you couldnt be further from the truth about my understanding of it. I am in fact a Rodian and I dont have doctor due to having master armoursmith. My actual stat setup has all the secondaries on health/action at the racial minimum, which is 300 in the case of str/con/dex. This said I actually have a complete suit of armour that I use while unbuffed, a mixture of composite made with krayt segments. I also have a few sets of unlayered and single layered armour that is sliced to have an encumberance of less that 400 for each suit, the best being around 60% base. For PvP I have a suit of triple layered that is completely experimented for resists and sliced for effect, it has a silly high encumberance and all resists are 80%+ except stun that is 34%, of course for PvP I am almost always buffed so the HAM costs of wearing the suit are currently irrelevant.


Stopping buffs from effecting the maximum armour encumberance wouldnt be enough, the right combination of food and drink can still give at least +400 to every secondary stat and almost every suit of high end resist composite would have an encumberance under 800, I know my PvP suit does.




M O R T A R I U S
Master Bounty Hunter / Master Pistoleer / Small Blue Fly on Chimaera

HoBo_commando
Fri Apr 09, 2004 11:25 pm
#56

removing armor when buffs run out


*sigh* poor poor commandos
Rookaru
Sat Apr 10, 2004 12:44 pm
#57


I really think armor should be profession specific with certifications for each armor type spread throughout all the proffesions and trees. I've never played another game where a tailor could wear the best combat armor with just a couple buffs/food. So if you want composite then you have to get novice commando or maybe novice BH or whatever. As an alternative solution I think encumberance could be redone to be a percentage based thing and that would have a similar effect. For instance Composite would be 90% encuberance so even if you got a doc buff on that stat it would be reduced to 90% of the current max. That would make lighter armor a better choicefor high ham cost professions. This would also make people that want to spam specials have to wear light armor making them more balanced.

Message Edited by Rookaru on 04-10-2004 02:47 AM



Durgani TC Roughneck
Dragul Starsider RSE
Durgani Ahazi -SR-


SakeO
Wed Apr 14, 2004 8:06 am
#58


I do not think it would have that big of an impact without some sort of reduction on secondary enhancing, butI love the idea of armor certs. Unfortuanately, those who did not get it would cry foul.


When you start to think about who should get Composite, for instance, it raises some interesting questions. I thinkI would give it to Pikeman, Heavy swordsman, Carbineers, Commandos and Bounty Hunters. I picture the Fencers, TK, Pistoleers and rifleman as being light armor types. Master Brawler and Marksman could make some sense as well as the Master armor smith since he knows armor so well , he would know the right way to wear it.


SakeO


oh yeah,I forgot.


NO COMPOSITE FOR JEDI.


just seems terribly un-StarWarsy

Message Edited by SakeO on 04-14-2004 11:09 AM

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