Armorsmith Archive

Thread: How I would change armor...one Master's perspective

Vevy
Wed Apr 14, 2004 11:38 pm
#1



I've heard alot of buzz lately from smiths feeling that the profession is getting stale...and the devs are always whining that the monster they've created has become routine so to speak and there's very little diversity. As one that has been a master AS pretty much since the game was launched, I've always had my own perspective on how I thought they should have set things up. Knowing that it would serve little purpose I've kept these opinions to myself but in light of the talk of making the game better, I thought I'd put my opinions into a thread and be done with it...plus it's 2am and I can't sleep so what better to do than rant right? ...and forgive the length of this post, read it in sections if you have to.


My first and fundamental point about our profession is that it's wrong to allow any single armor type to be the "beat all" armor. People wonder why most smiths only do compo? ...because there's little reason to do any other when you can make 80% kinetic 65% base, and get enc slices in the mid to low 400's, why wear anything else? That said I think for every strength a type of armor has, it should also havean opposing weaknesses to counteract it, thereby making it good for one or twosituations, but vulnerable to 2 others that can't simply be triple layered and fixed as it can now. I also think different combos of protections would offer unique uses for each armor type.


Composite Armor:

I don't know about the rest of you but when I think of the word composite, I don't think of heavy metal tank armor, but rather lightweight carbon-resin, polymer base armor. As a joke I did a search on the internet of the word composite and found an interesting site at www.carb.com which pretty much was exactly how I envisioned compo to be like. Sorta like a football helmet. Very hard impact plastics that offer superb protection against kinetic, perhaps even shrapnel (blast), and definately stun. They make plastic flak jackets to prevent bullets, not a big stretch here. Isn't that what a football helmet does after all, protect against impact? On the other hand, imagine an energy blast or a shot of acid hitting a resin based piece? Would burn a hole right through it IMO...maybe I have the wrong take on the dev's intent with compo, but there's my solution...cut the HAM in half, and... Special resists: Stun & Kinetic...Vulnerability: Energy & Electricity


Padded Armor:

I picture padded as being your basic "hide" armor. Just as it's name implies, thick padded segments would do very well protecting against the elements like heat and cold, but would not do very well against the claws of a rancor or the frag from a grenade (grenades need to be beefed btw but nuther story). Padded could even be reinforced with polymer/rubber panels to help it absorb electricity and maybe in some twisted sense parts of an energy blast. But padded is definately not a "shock" armor that you'd wanna go toe to toe with something big, sharp, and nasty. It would also be heavier because of all the padded layers involved with it. Current HAM levels are reasonable IMO. Special resists: Heat & Cold ...Vulnerability: Kinetic & Blast


Mabari:

Mabari seems to me to be basic level "metal"-based merc armor. Merc armor in my mind would be piecemail, not quite covering the whole body as to allow freedom of movement, but strong enough to resist the most common forms of attacks (energy/kinetic). But it would also be crude and heavy being hard metal and since it didn't come in 9 pieces, it doesn't have to be light and wouldn't offer much "shock" protection. Look at the graphic for the droid invasion. The artists rendition of mabari is a shiny mirror-like finish, capable of reflecting away energy blasts? Seems so to me anyway. I also think the hardest metal could resist acid for longer periods of time. Make mabari like tantel and ubese with only 5 or so pieces, but make it heavy armor. Increased HAM on fewer pieces. Special resists: Energy & Acid...Vulnerability: Stun & Blast


Tantel and Ubese are armor types that sort of fall into the grey area IMHO. Ubese is basically the poor man's kinetic grinding armor, and tantel is really just ceremonial armor for show.

I dunno if there's really a basis for comparison in RL on these two armor types, but we gotta give em something so what's left?


Ubese:

Thisstrikes me as BH armor. After all Leia made it famous posing as one. BHs would need to be quick on their feet, hence the need for light armor (which it already is). But it would also need to be strong because as every BH has whined about in the past...*snicker* if you can't take down the mark, how are you expected to be a good BH? So perhaps Ubese could be a blended armor designed out of necessity over time. bounty hunters have learned how to adapt their armor for any given situation,but it does not excel at any one senario.Give it all the protections like compo has now, but cap it at normal base levels (65% or so), and do not let anyone layer it. So you get all the protections in a single lightweight suit, but you're not gonna get 80% in any of em like we have now with compo. I think a great many people would buy this armor for that very reason and wouldn't mind taking the extra 15%+ damage if it meant one suit for any situation...I think many of us could live with that.


Tantel:

That leave us with what I call the ceremonial armor. I have to admit I'm at a loss for what could be done with this type as it's virtually useless. Looking back to the movies for reference, it was a desert armor which means it almost certainly would be heat resistant. It also could not be heavy or else you'd have all these desert troopers stuck in the sand. It prolly would not be heavy on padding or extra thick metal, or else it would get hot and cumbersome, so it would be vulnerable to cold definately. I also picture it as being along the lines of merc armor likemabari so it would need to do well against common forms of attack like kinetic/energy/blast, but perhaps the thinner suit is more susceptible to acid corrosion. My perspective suggests...HAM is acceptable as is...Special resists: Heat & Energy...Vulnerability: Cold & Acid


I don't think bone armor needs a whole lotta revamping because it's artisan armor, pretty much worthless for skilled players and I think it does just fine for new chars who need cheap, useable armor to help them grind up.


Keep in mind I'm one of those smiths who only does compo and I'm happy as such and if these changes WERE put into place, it would actually upset my crafting more than I would like. However from a realistic standpoint, something needs to be done to our prof so that ALL the armor types serve a unique and equal purpose, and no one type can be considered "the best" for all encounters. I think the only way to do that is to balance the armor types equally so they are all usefull.


Now that I've laid it out, I'm curious to see whatyou allthink.



Vevy
Master Armorsmith / Master Weaponsmith
CyberData4
Wed Apr 14, 2004 11:48 pm
#2

I fully agree. Composite is really the only armor worth making.That needs to change.
Blakmoor68
Thu Apr 15, 2004 1:46 am
#3

I've been a Master Armorer for many months, and even though it does supply the bulk of my income... I'm sooo bored with the cookie cutter composite look.


I like the thoughs you have on the armor, now if only we could drag a dev in here to actually read anything in this forum


Blakmoor


the enDless


NeoenD, Dantooine



WILDMAN_SOLO
Thu Apr 15, 2004 1:48 am
#4

and do you propose they retrospectively nerf all the "pre patch" 80% good stuff ?


Because thats what they would need to do in order to stop the bottom end of the econmy falling out, otherwise you are in a situation where any exisiting pre nerf 80%/65% coimp would sky rocket and the onlypeople benefiting are the old school smoths you have warehouses full of the stuff.


Remember SWG devs have a piss poor way of implementing sweeping changes, e.g the change they made to the cert on rep blasters was not applied retrospectively and pre patch rep blasters (which are still useable by anyone) are selling for a small fortune.


I think it is too late for anything to be done about the current state of armour without a major overhaul of the database deleting / adjusting every piece of armour currently in the game before any changes to limit armour effectivenes are brought in.





=Upde Harris= 12pt Master Weaponsmith and smuggler of Chimaera server - Voted 20th Best WS on the server !!! WOOT
Idiva Harris - 12pt Master AS and Merchant

Ancient Weapons and Hokey religions are no match for a good blaster at your side !!
Visit =Upde= Weapons Inc. in RFR Guildhall Kintha on Tatooine (2k from Mos Eisley) for all your weaponry needs.

Arturr
Thu Apr 15, 2004 4:56 am
#5

Look at the graphic for the droid invasion. The artists rendition of mabari is a shiny mirror-like finish, capable of reflecting away energy blasts? Seems so to me anyway.



Yep, like the ideas in this post, certainly would bring in more variety both for players and AS.

One point though, I thought the Droid Invasion picture represented RIS armour.



Ex-11 point Master Armoursmith
Clearence on Composite
some Kashyyykian and 74% Kinetic Ubese still left
Diceian Armour - Kashyyykian Specialist
Mos Espa -2627, 1347
500m from south shuttleport
Shilak
Thu Apr 15, 2004 6:06 am
#6


I think its probably to late in the game for a complete revamp of armour, nerfing composite is almost completely out of the question as we will either end up with loads of pre-nerf armour being stockpiled and sold at high prices or armoursmiths who have focused solely on composite complaining about it.


We have seen several threads like this lately, personally I think the only real solution is to introduce more alternatives to composite, like the new Bounty Hunter armour and factional armour types. The devs could also make the restraint resist on composite a vulnerability and apply that change to all existing composite as well as new stuff. The best armour needs to have at least 2 vulnerabilities to prevent it from becoming the best solution for all situations. It would also be nice to see some restraint damage weaponry in the game, it would make sense to move the Tangle Pistol to restraint and possibly introduce a whip weapon for fencer than does restraint (Rodian Cryo Whip could be one option). Padded could also be made useful by shifting the stun resistance to the base.


At the moment I see the existing armour as follows: -


Bone/Mabari - Starter level armour.

Chitin - Mid-range creaturegrinding armour.

Tantel - Dress armour, practically useless for combat situations.

Ubese - High-end creature grinding armour.

Padded - Near useless, to many vulnerabilities and too much encumberance to make it a viable option for anything other than show.

Composite - PvP armour, and general grinding armour for long term players with more cash to spend on armour.

Faction Armours - Dissapointing, need to be overt to wear yet they are significantly worse for PvP purposes than composite therefore it is generally used for show or by the occasional roleplayer.

Wookie Ceremonial - Only armour wookies can wear at the moment, a must for any combat orientated wookies. Eventually I see this becoming the wookie equivalent of Ubese.


Like I said, all that really needs to be done is ...


- A slight downpowering of Composite by adding a restraint vulnerability.

- A slight improvement in Padded by adding stun to the effectiveness resists.

- Addition of restraint weapons, e.g. Tangle Pistols, whips, etc.

- Craftable faction armour that is comparable to composite, preferably with a different pair of vulnerabilities.




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

ZionHalcyon
Thu Apr 15, 2004 10:48 am
#7

Everything is great, but I have one thing to add.


If you make all armor the way you want it set up, then RIS should take the place of Composite, in crafting and resists. The armor is so rare that, people will actually begin to want to find it for that 80%, triple layered resists. Plus you don't have a bunch of people wheeling around in RIS because of its rarity - most people would get bored quick, and cave and buy another set of armor...





Z I O N U H A L C Y O N
J O R R EN U DA RK S T A R
-------------------------------------------------------------------------------------------------
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and countless speederbikes and land speeders.
I love being a spy.
DirthNader
Thu Apr 15, 2004 11:47 am
#8






Shilak wrote:


At the moment I see the existing armour as follows: -


Bone/Mabari - Starter level armour.

Chitin - Mid-range creaturegrinding armour.

Tantel - Dress armour, practically useless for combat situations.

Ubese - High-end creature grinding armour.

Padded - Near useless, to many vulnerabilities and too much encumberance to make it a viable option for anything other than show.

Composite - PvP armour, and general grinding armour for long term players with more cash to spend on armour.






I see all of the armors as useful (except for Tantel), which is probably why I never understand the calls for revamps. I didn't grind my way through armorsmith, which means I took the time to craft the best lower-level armor I could.


The problem with the lower level armors is the requirement on organics. The lower level 'smiths who may decide to try to craft the best chitin or padded they can are faced with huge hide requirements. The established 'smiths are too busy with the dozens of resources required for composite and Ubese to be bothered with it. As a result, no one is dedicating a large amount of time to making quality armor outside of comp and Ubese.


When revamp calls come from folks who havea problem with composite being the end-all, be-all armor, I don't pay much attention. If it's the hardcore PvP'ers who are causing the most uproar over this, I think back to my PvP days - if it took three different sets of armor to cover all of the different damage types then I'd have three different sets of armor macro'd on my toolbar so that I could tailor my protection to the weapon being used against me. The only thing that revamping comp would do (short of nerfing the max resistances) is require me as an armorsmith to stock even more types of armor, something I really don't want to do.


As for factional armor, my guildmate Tekhap posted a great idea on it. Unfortunately I was half asleep when reading it, took it as a call for an armor nerf, and promptly **edit** all over a great thread. Look for a thread about a simple "fix" for armor in the GCW, and ignore my ignorance in it.





The artist formerly known as Ittov
GrammarQueen
Thu Apr 15, 2004 1:04 pm
#9



Arturr wrote:
Look at the graphic for the droid invasion. The artists rendition of mabari is a shiny mirror-like finish, capable of reflecting away energy blasts? Seems so to me anyway.




That armor isnt Mabari, it is RIS.

I have to agree with the major theme of this thread. To me, it doesnt bother me that everyone is running around in Composite. What does bother me is that Composite can get "too good" (for lack of a better term.) With perfect resources, which I do understand is near impossible, Composite could get up to 45%stun with mid 70s base. With relatively bad resources, I can make 37%stun and 62%base...even that is too good.

Asking for a change is one thing, but the real problem lies in how they would impliment the biggest nerf to game if they reduced Composite to a more playable level. By only nerfing new Composite they would create a huge pre-nerf market, but it is the most likely way it would be done (I imagine it would be impossible to nerf all armor in existance.

There is just no easy solution to this problem.
Vevy
Thu Apr 15, 2004 1:44 pm
#10

I dunno if the "pre-nerf" issue would be really a concern...think about it for a sec...


Armor is only good if it can be worn and used...otherwise it's just a showpiece. So, sure anyone with pre-nerf armor would sell it for extreme amounts, but not to the avg person. They'd sell it to some other ego-maniac who thinks he has to have the armor to show his status...but again the more he wears it the shorter it's life-span will be.

I know someone right now who spent an insane amount of money to get triple-layered stun suits, 20 of em, so he could slice em up and wear the best eff slices...and already he was griping a short time ago about how fast it was decaying. My opinion is it's a self-defeating arguement cause if the armor gets used, it's gonna take itself out of the game eventually.


This is an instance where the devs SHOULDN'T warn people a change is coming. They should just quietly hotfix it and let everyone log in and find out. If they announce it, every smith in the galaxy will burn up every last stack of compo resources making as much pre-nerf stuff as he/she could. THAT would be the real issue, not the stuff in circulation now...but again, I don't think the game's f**ked up economy should dictate changes that the majority would like to see.


One side note that came up in a conversation I had with someone in game today...balancing out the armor types would open up more business for "not quite" master armorsmiths. Their biggest complaint now is they can't make any big money til the grind is over. If changes were made, all the types would have a much greater market value, even if it wasn't master-made.



Vevy
Master Armorsmith / Master Weaponsmith
DirthNader
Thu Apr 15, 2004 1:50 pm
#11

Just a couple of things...


Comp requires more than six resources. You're forgetting about the advanced segments and the layers. If all you did was one layer type you're talking about a dozen different resources. If you run your own cloth like I do it's up to 15. Add three other resources to your stock if for every other layer type you want to run. And going to the ends of the earth to get a few more points on OQ, SR, or MA is what takes up most of my time.


Also, I'll reiterate that giving a couple more vunerabilities to composite won't affect PvP. First, as long as they can be layered over you'll still still see some of the vunerablities filled, and all that will end up happening is that people will have multiple sets of armor hotkeyed. Start taking damage from a T21 in you energy-weak comp? Hotkey to some energy layered comp. Rifleman switch to a DXR-6b to hit your acid weakness? Hotkey over to your acid layered set, and so on, and so forth. The net result is that the serious PvP'ers see little to no reduction in defense, anda new barrier to elite PvP is put up as you'll need multiple sets of armor to survive one encounter.


In any event, this is a fun discussion.




The artist formerly known as Ittov
Okram2k
Thu Apr 15, 2004 2:14 pm
#12

If it ain't broke...


In my opinion, the current armorsmith system is not that bad. Sure it's a profession dominated by masters, but so is every other profession. When I was a young novicearmorsmith, I made lots of sets of mabari, and sold 'em on the bazaar for good prices, and scraped together money to get harvesters, factories, ect. As I moved up the tree I made a set of chitin which sold really fast, and started making several sets of ubese which also sold pretty well on the bazaar too. Once I mastered armorsmith, I began concentrating on ubese and composite, because as you all know, that's where the money is. But I still make padded and mabari quite a bit (mabari as a nice gift for new players, and padded for my guildmates when they supply me wtih fambaa segments and lokian leathery hide)


To me, they have a simple yet effective system for regulating armor, the more protection, the more the encumberance. If you don't know what you're doing you could easily make 80% kinetic, 60% base composite with a total suit encumberance above a thousand (my first ever tripple layered set had 950, 980, 1050, boy that was a waste of resources) Making armor vs Weapons Rock, Paper, Scissors styleis not the answer to you being bored with making composite. I think we need more unique types of quest armor. As they have RIS, and soon mandalorian armor, I would like more quests, maybe quests for factions to get schematics for faction armor, and quests to get more unique types of armor. They are starting to add them, and I think they area refreshing change to the Armorsmith profession.




dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
Vevy
Thu Apr 15, 2004 2:18 pm
#13






DirthNader wrote:

Just a couple of things...


Comp requires more than six resources. You're forgetting about the advanced segments and the layers. If all you did was one layer type you're talking about a dozen different resources. If you run your own cloth like I do it's up to 15. Add three other resources to your stock if for every other layer type you want to run. And going to the ends of the earth to get a few more points on OQ, SR, or MA is what takes up most of my time.


Yeah I wasnt trying toover-complicate it, but my point is the resource needs for compo are very easy and IMO, not a consideration.


Also, I'll reiterate that giving a couple more vunerabilities to composite won't affect PvP. First, as long as they can be layered over you'll still still see some of the vunerablities filled, and all that will end up happening is that people will have multiple sets of armor hotkeyed. Start taking damage from a T21 in you energy-weak comp? Hotkey to some energy layered comp. Rifleman switch to a DXR-6b to hit your acid weakness? Hotkey over to your acid layered set, and so on, and so forth. The net result is that the serious PvP'ers see little to no reduction in defense, anda new barrier to elite PvP is put up as you'll need multiple sets of armor to survive one encounter.


In any event, this is a fun discussion.






You're second point though is dead on...but I see that as a GOOD thing rather than a negative. The hardcore PvPers WILL have multiple suits hotkeyed and multiple weapons as well...but the net result is NOT that PvPers will see no reduction, the net result is that ALL the armor types wouldnow serve a viable purpose and take it one step further... ALL the armor types you carry would need to be the very best they could be, forcing smiths to either specialize or attempt to carry EVERYTHING!!


You start forcing people to carry 40-50 pieces of armor, along with the weapons to counter each one...and that's nothing to discount. That's ALOT of space taken up and players will again be forced to consider their choice VERY carefully.


The issue here, for me anyway is NOT to base the changes around PvP, but to base them around what will promote the purchase of every type of armor out there. I think you came to the exact conclusion that I intended. These changes WOULD force people to use every armor type making combat far more diverse. The fact players would have to carry more types is the fundamental point of this thread. There's also a HUGE difference between having armor start out with 65% base, and layering itto removea vulnerability. If armor has 2 vulns, at best you could only split the layers 2 and 1, giving you roundabouts 20% and 10% respectively...that hardly negates the vulnerability. At those resists, you're basically just layering em to get em under the AR1...but the armor is still VERY susceptible to those types, which would still warrant carrying a second type.





Vevy
Master Armorsmith / Master Weaponsmith
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