Armorsmith Archive

Thread: Would This Be Interesting?? Maybe even helpful with armor sales?

Psychopyro80
Wed May 25, 2005 2:02 pm
#1

With the new additions to armor, should BE Tissue Cloths now affect Armor. My reasoning behind this is an even more specilized armor crafter. Say you are a ranger/Scout/BE your armor could have added help with Mask Scent and Terrian Negoation. You could add Ranged and Melee Defense to further help Tanks in combat. Adds Med Healing mods to a docs Armor (because clothing would not be a viable option in combat). It would also give Tailors a secondary market type for their Synth Cloths and RFP. They could even just make it so that certain mods con only be used in certain armor types.

Anyone think this is a good idea?



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nikko11
Wed May 25, 2005 2:05 pm
#2

There was a point at which they said that BE bonuses would be able to be applied to armor post CU. Apparently they have backed down on that one.

It would be quite nice.





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Meplorium
Wed May 25, 2005 3:21 pm
#3

You make perfect sense there, but the tailors will skin you alive. There is that bio spot in armor, presumely for BE mods to go into armor, but they will most likely gate this with some loot drop needed to make that cartage for the armor. That way BE armor is rare enough to not step on tailors yet a cool thing to try to achieve.



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HairlessWook
Wed May 25, 2005 5:21 pm
#4






Psychopyro80 wrote:
With the new additions to armor, should BE Tissue Cloths now affect Armor. My reasoning behind this is an even more specilized armor crafter. Say you are a ranger/Scout/BE your armor could have added help with Mask Scent and Terrian Negoation. You could add Ranged and Melee Defense to further help Tanks in combat. Adds Med Healing mods to a docs Armor (because clothing would not be a viable option in combat). It would also give Tailors a secondary market type for their Synth Cloths and RFP. They could even just make it so that certain mods con only be used in certain armor types.

Anyone think this is a good idea?




That would be awesome if we could incorporate that in our armors...Rebel assault with terrain nego and Ranged defense...or even weapon speed mods.



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ravingbantha
Wed May 25, 2005 6:09 pm
#5

althogh this would be a great idea for AS's, it would basicly be the nail in the coffin for Tailors. That is about the only primary source of income for them, and would all but kill that profession... I don't want any one profession made better at the cost of another. Tailors need more, not to have us take it away.


Alot of tailors are already upset that we get appearence modifiers to armor (even though it's broke atm), it's been something they've been begging for, but we got it...


Vastar
Wed May 25, 2005 6:10 pm
#6

Actually, it might be better to allow clothing boots and gloves to be modded with BE enhancments. Since those slots don't require protective coverings anyway, it might be handy. It'd be more business for Tailors and we wouldn't have to screw with making as many statless boots and glvoes.



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