Armorsmith Archive
Thread: Faction Armor: Resources, Costs and Bio-link info UPDATED Bio-Link
The one thing I was looking forward to in the CU was seeing a huge increase in rebels in faction armor, and imperials in Storm Trooper armor. In other words, more of a "Star Wars" feeling.
Personally, I'm in favor of lowering the Bio-Link requirements for all pieces even further. (The schematic purchases make sense, however). And remove FP costs for bio-linking boots and gloves entirely!
Sure, FP is easy in space (if you're a master pilot and can access deep space), but not so much on the ground. Personally, I'd rather save my faction points on bases, AT-STs or something that really has a valid use.
But I'm against the current bio-linking costs. I'm not in favor of reducing it to 0, but do believe it should be reduced by half, and have the bio-link cost for boots and gloves completely removed!
I want to see more storm troopers and rebels out there.. both PvP and PvE players. We've been without it for two years in a Star Wars game, and this change still doesn't seem to be encouraging factional armor.
Terv wrote:okay so it's changed then?Hmmm...
Not sure what you mean by "it's changed"
This isn't new faction armor crafted from schematic, it's existing marine armor converted for CU. Only 5 fp to bio-link each piece makes sense because a full FP price was already paid to purchase it.
I assume the bio-link costs for a new set of crafted remains what was last seen on test.
gunner4life wrote:
is bio-linking aone time cost or will each subsequent piece of faction armor i buy need to be bio-linked , i.e am i paying the faction to get my toon " certified to wear faction armor " or am i paying faction on each piece of armor i would like to wear .
I think that really hits the nail on the head. A continual FP investment is going to drive people away from factional armor when it should be the most common armor in the game. Why pay two million credits every (however long it lasts post CU) when you can get the same protection from its non-factional equivalent for a tenth of the cost.
I think the best idea would be to make factional armor available at a set rank. Simply choose a minimum rank at which FP investment is significant enough to have earned the privilege and cert that rank for factional armor. No more bio-linking armor at all, but it should still be non-tradeable. If you leave your faction, you lose your rank and your privilege of wearing factional armor.
This would solve afew problems:
- Your existing players who've already committed to the GCW can start wearing faction armor immediately at no FP cost.
- New players would have motivation for not only joining the GCW, but progressing through the rank system.
- Factional armor, after initial rank investment, would be no different than any other armor in regards to cost, thereby making it more commonly worn. Right now, there's no incentive to wear the stuff other than for look.
As for the Armorsmith investment of FP, I would do the same thing, only with a twist. Any Armorsmith that is factionally aligned and has been promoted enough to wear the armor can also purchase the schematics. However, the higher you move up in rank, the cheaper the schematics become to the point of being virtually free when they've reached the highest rank possible. I'm talkingas little as10 FP per schematic.
This also solves similar problems:
- Your existingArmorsmiths who've already committed to the GCW can start crafting factional armor immediately, and in some cases, with very little FP cost to them. We have to remember that FP costs to Armorsmiths is going to translate directly to credit costs to the customers. We're trying to PROMOTE factional armor, not discourage it, and money talks.
- New Armorsmiths would have toinvestmore than just creditsto compete with experienced Armorsmiths. (Although they could technically just buy their way up the rank system.)
Why not run that past the Devs and see what they think. I think that's a fair alternative that still requires a committment to the GCW, the core of SWG, without making factional armor a privilege only for the super rich.
I think the primary reason for Faction Costs ie Bio-Linking is that the Devs want it to be a Perk. As a perk it is something that needs to be worked at to get.
In the old system I think that this may have been OK, but with armor costs so high as they are and then you add on the AS faction Fees and then the player faction costs Armor can quickly get priced out of the casual gamers budget.
A quick solution would be to raise the Cond of Faction armor making it last maybe twice as long. I like the fact that Faction is a perk, not everyone wears it, but pre-cu no one wore faction armor in battle becuase it, well, sucked. Now no one wears Faction armor in combat becuase it costs to much. A balance should be reached, we made it effective we should now make it affordable; either by lowering the Bio-linking costs (again, in beta they where over 40k) to make you able to afford armor that you dont mind 'getting dirty' or by raising the condition of the armor so you get a more life out of each (very expensive) suit.
Javrie wrote:
should I assume the hide and the metal depending on which type of armor is OT and SR? Sorry, it just wasn't posted in the shopping list. If it doesn't matter on the stats that would be great. Can someone let me know please? Thanks.
you're talking about the finishing resources? the stuff you combine with a core to make a peice of armour?
if so then same across all armour types: DR/OQ/SR
cores/segments/layers: all just OQ/SR