Armorsmith Archive

Thread: Encumberance VS Mitigation

Masal
Sat Apr 09, 2005 9:05 am
#1

Ok Im still trying to digest all of this so if I get this wrong Im happy to learn more.


Encumberance experimentation is or the need to do is being removed because mitigation from profession mastery makes it irrelavent. IE once I master Commando I can wear my Assault armor with little or no penalty. However I understand that adding more layers or somehow the combination can still make it slow you down more than the "standard version?


More importantly on the isue of all armor being the same. With resource changes and increased amounts as well as the single crafting line I can see where thats coming from. However all armor the same doesnt seem quite right. I mean stats wise they may be very similar but utility may mean ever more to the combat classes.


The new system of elemental damage types ( elemental? Is this dungeons and dragons? Acid is not one of the elements on the periodical table) could greatly affect what armors are desired?


I dont think the single crafting line is a good idea by any stretch of the imagination. I wish they would have made something else that was part of the equation when they took one away.


Thoughts?


Cyrus Master AS
Masal
Sat Apr 09, 2005 10:15 am
#2

Was hoping for some answers from the more knowledgeable smiths
TitanTen
Sat Apr 09, 2005 10:23 am
#3

yeah tons of people (myself included) are upset with a lot of the changes. Whether or not the layers thing is true i dont know as i havent been able to get on TC-ep3 today. (just got novice AS on TC the other night)


haha oh and i know its knitpicky, but where did you see heat, or cold on the periodic table? Maybe they should add in Boron, Uranium, Sodium, and Iodine as the elements



MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Ruebacca
Sat Apr 09, 2005 10:54 am
#4

If you take hydrogen and split it into a electron and a proton.....you have the partical that caries eletricty in the electron. And free protons (H+) make for acid or low pH. This actualy makes more scence than energy, kinetic and heat. All three realy being words for the same thing. Only difference bettween the three is how thay are ordered or entropy. Cold only being the lack of two of the three.


I am glad thair is a post ware I could get this out of my system







Ruebacca

Emperor of Lok, Raider of Rori, Newb of Naboo, Merchant of Corellia, Bain of the Ewoks, Looter of Dathomar, Hunter of Huurons and Defender of Tatooine.

Raiker: Hunting Reb wounded in Restuss.
TitanTen
Sat Apr 09, 2005 11:23 am
#5






Ruebacca wrote:

If you take hydrogen and split it into a electron and a proton.....you have the partical that caries eletricty in the electron. And free protons (H+) make for acid or low pH. This actualy makes more scence than energy, kinetic and heat. All three realy being words for the same thing. Only difference bettween the three is how thay are ordered or entropy. Cold only being the lack of two of the three.


I am glad thair is a post ware I could get this out of my system







ok get back to teaching chemistry Mr. Hedegard... oh wait your not my highschool chemistry teacher are you??





MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
HairlessWook
Sat Apr 09, 2005 11:43 am
#6


In a previous thread in another room I suggested addingfourth experimentation line called "hinderance." Every armor in the game should have some type of negative modifier to either Speed of attack or To hit bonuses. These negative modifiers should be based on what type of armor; light medium heavy and so on...kinda like D&D, this would make the weaing of armor as real as the system of how it is crafted. Hinderance experimentation line should be based on UT. In this this, I believe the Dev's will achieve their goals and make AS's including myself happy, by not taking away experimentation, giving us something else to play with and nuetralizing the inundated uber armor market thats made the game almost seem supernatural.



Nelorr
Master Shipwright
*StarSkreem* Shipyard
-1000, 2600 Dantooine Mining Outpost...400m from Starport.
Temporarily Retired. U can catch me on Khaz Modan
"Excellence is my Presence."
TitanTen
Sat Apr 09, 2005 11:45 am
#7






HairlessWook wrote:


In a previous thread in another room I suggested addingfourth experimentation line called "hinderance." Every armor in the game should have some type of negative modifier to either Speed of attack or To hit bonuses. These negative modifiers should be based on what type of armor; light medium heavy and so on...kinda like D&D, this would make the weaing of armor as real as the system of how it is crafted. Hinderance experimentation line should be based on UT. In this this, I believe the Dev's will achieve their goals and make AS's including myself happy, by not taking away experimentation, giving us something else to play with and nuetralizing the inundated uber armor market thats made the game almost seem supernatural.







your on a posting rampage today Wook



and i think you hit the nail on the head with what AS want in regards to experimentation




MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
HairlessWook
Sat Apr 09, 2005 11:50 am
#8

Rampage....I know. Im sick of everyone complaining and not helping to find a solution that is acceptible to both parties: DEV's and AS's. Remember ladies and gents we have a say in this too.



Nelorr
Master Shipwright
*StarSkreem* Shipyard
-1000, 2600 Dantooine Mining Outpost...400m from Starport.
Temporarily Retired. U can catch me on Khaz Modan
"Excellence is my Presence."
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