Armorsmith Archive
Thread: A Question for Armorsmiths, and a proposed Idea
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PhoenixOrion
Wed May 19, 2004 10:10 am
#1
I've been tossing around an idea in my head that I may post to the Armorsmiths of the Galaxy.
Armor takes a LOT of resources, correct? When they do, the better resources, the better the effectiveness and such, correct?
The most popular armor on most servers I've been on is Composite. I have no CLUE how much or what resources it takes to make, but I am very sure by the amount of time it takes to make them that it's very HARD for armorsmiths all around to meet the demand of so many pieces of armor, especially for the people that just HAVE to have an Effectiveness Slice or just HAVE to have an Encumberance Slice.
Now on to my idea. Flame if you want, but I've been turning it around in my head for a long while now.
Profession-Specific Armor.
Hear me out before you denounce me on this, please. I have so much in my head how it could work, except the technicalities, b/c I'm not a Developer of the game.
That being said, there is just way too many people in this game with Composite. I know it's gotta be a big strain and resource-sink to make that armor only.
So instead of every profession, even Jedi, using comp, make it Commando-only or a heavy-weapons-only profession armor. Make the people wear it slower and weaker from afar, but nigh-invincible up close. Make it a certain level cert to wear.
Or for Rifleman, make a guile-like armor that is lightweight and lets them blend in well with the environment so they can easily snipe people. But up close or takign damage-wise, make it flimsy.
Pistoleers and Carbineers should get some sorta soldier-like armor.
Smugglers an armor that allows them to move fast, and possibly escape.
Etc.
You can still have some non-profession-specific armors, but make those not as good as getting one meant for your profession. I.e. normal leather armor or padded armor in this games case.
Also allow them to create factional armor. That would be a HUGE plus for Armorsmiths, as they could experiment and make it better than stock armor. Shipwrights look like they'll be able to make Factional Ships, why can't AS' be able to make Factional Armors?
I know it sounds like a dumb and bad idea, but had to toss it out to the Armorsmiths, since you all know how to make armor better than any. Heck why not for a perk, let a Master AS wear ANY armor they want to, since they make it. (although THAT is the most far fetched thing, but hey, you never know!) 
Anywho, thank you for your time, I leave you in peace. 
ShinyRhino
Thu May 20, 2004 12:39 am
#2
As cool an idea as this is, it would actually make it harder for Armorsmiths. Instead of trying to get a good collection of rescources for just ne or two armor types (most go with Ubese and Composite), we now have to try and pull resources for 6-7 different armor types (Rifleman, Smuggler, Factional, Pistoleer, Ranger, etc etc). Not to mention the vendor stocking nightmare it would become.
Sounds good ideally, but the economics of it are even worse. ![]()
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