Armorsmith Archive
Thread: Idea to Revive unused Armor Types
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TireseusSWG
Fri Jun 18, 2004 6:47 am
#1
One thing I am constantly aggravated with is the lack of importance of the other armor types. Very few people use anything but ubese and composite for reasons you all know.
My idea entails some of the same ideas of the new lightsaber system. You craft a lightsaber and then put in crystals. The crystals decay, but the lightsaber does not. If we could incorporate this into Armor I think we would see more variety.
Let me explain. Lets say I need to make a set of bone armor for a customer, and a set of padded for a different customer. Both of these armor's require completely different resources to make. So I make an Armor Chassi for each of them. So now I have a set of bone armor and padded with a generic set of base stats.
Both bone and padded keep their special protection type, but basically have the same resistance/specials. Now I can craft some Layers, the layers can then be inserted into the armor through the radial (just like the lightsaber) and I can add what every types of layers into these chassi's that I want.
There are room for 4 items lets say, so you can put 3 kinetic layers plus one armor attachment in, or 4 stun layers.
As far as novice to master, It can be treated like slots, at novice armor you get 0 slots, at master you get 4.
I think that this would bring more variety to our profession. And we would see a more diverse galaxy instead of everyone running around in composite armor all the time.
I hope I didnt lose anyone with this. Thanks for taking the time to read, add your comments, but be gentle
BabyRancor
Fri Jun 18, 2004 7:01 am
#2
The nice thing about this idea is that it opens the door for after market modification of armour (and presumably other things too).
With this kind of system an armoursmith could just produce run after run of the same chassis for sale, then customise it to the buyer's needs - rather than running a dozen different types of armour through the factory. Eliminates the aggrivation of single or small runs using loot components too - you'd just drop them in after-market same as anything else.
The problem is the experimentation calculation - a bunch of numbers would have to be jiggled around to account for the fact that the layers are no longer part of the base %, and thus don't recieve the same experimentation.
I wouldn't go with slots - more with another crafting interface and skill. Better for the economy and newer smiths would have some more business as an after-market "mechanic" (dropping loot in doesn't rely on resource quality therefore a new smith could make a living doing just that while building up the quality of their stocks).
TireseusSWG
Fri Jun 18, 2004 7:05 am
#3
maybe if the segments are still created and put in as opposed to the layers. That way there is still an experimentation gap between novice and master.
Ryche_Mykola
Fri Jun 18, 2004 7:07 am
#4
I also think the devs have the Bone and Mabori resists screwed up. Armorweave is supposed to be resistant to blasters.
Armorweave
developed during the last decades of the Old Republic, armorweave fabric was used in the creation of cloaks and jackets. These seemingly simply garments were capable of dissipating blaster bolts, and could even repel small amounts of lightsaber energy.
developed during the last decades of the Old Republic, armorweave fabric was used in the creation of cloaks and jackets. These seemingly simply garments were capable of dissipating blaster bolts, and could even repel small amounts of lightsaber energy.
(From, Star Wars: Episode II Visual Dictionary, by David West Reynolds, ISBN Number 0-7894-8588-5)
(Sorry, I gotta quote every source of mine now since I'm getting flamed by some moron)
I also think that Bone armor should be resistant to Kinetic, and then vulnerable to energy.
Keaka26
Fri Jun 18, 2004 11:34 am
#5
I agree. It didnt make sense to me that bone armor would be vulnerable to kinetic. For one thing, bone armor is the first available armor. What do people wearing bone armor usually end up fighting? ANIMALS. Animals arent out there firing blaster pistols, they do kinetic damage. This means that a lot of starting players really dont have protection against what they need it for the most.
Another thing is just common sense...Wouldnt a big chunk of boneactas at least someform of decent protection against kinetic damage? I know that if I punched a guy wearing animal bones on his chest, it probably wouldnt hurt him much...
I like this game, but I just dont understand some things about it. (Like why is the Mabari "helmet" so GODAWFUL ugly?)
Keaka
TireseusSWG
Fri Jun 18, 2004 3:02 pm
#7
I like something about all the Armor's. But they are all useless to me except the advanced armors. Just seems such a waste, young smiths cant make cash from them and old smiths dont want to waste time making useless crap, so those types become extinct
TireseusSWG
Mon Jun 21, 2004 6:28 am
#8
We could also make it where only an armorsmith can install the segments, that would boost the economy for AS a bit.
VemaGara
Mon Jun 21, 2004 7:58 am
#9
I've always been a fan of "twiddleable" armor and weapons. Players should be able to swap the pieces. This way, armorsmiths can make the normal variety of weapons, but MOBS can drop useful stuff that decays and goes away. I think this makes a good balance between the "drop" problem and the "player crafting" problem.
Armorsmith will make components for the armor, but these decay. MOBs will drop components of varying quality, including great ones, but not in enough numbers to out-market them.
For weapons, maybe make this part of the fifth box. That is to say, novices can't change their guns around, but once you hit pistoleer, you can.
Armorsmith will make components for the armor, but these decay. MOBs will drop components of varying quality, including great ones, but not in enough numbers to out-market them.
For weapons, maybe make this part of the fifth box. That is to say, novices can't change their guns around, but once you hit pistoleer, you can.
TireseusSWG
Fri Jun 25, 2004 7:01 am
#10
This also might be a solution for repairing items. Take our repair on weapons and armor and replace it with something along these lines.
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