Armorsmith Archive
Thread: Armorsmith Revamp Proposition 1: General Discussion
(This post is edited from time to time and I will highlight the changes in color. I will change the color back to grey as new items are added)
Okay guys. This is the first draft of what we hope will be a community effort that will result in a massive Armorsmith overhaul. It is a continuation of the "A Composite World," post and any ideas that are not my own come from other posters there. I HIGHLY encourage you to read that post first as many of the debates you see below are already being debated there! This is not a debate post, it is an idea post. This installmentstarts off withwhat we think the Special Protections for all of the current Armorsmith craftable armors should be to keep things fair and balanced as well as promote the lesser used armor types.
I'll start the ball rolling with what I think of the top three. Unfortunatly, I am not too familiar with the lesser armors since I, like many others, did not bother making a second suit of them when I realized how underpowered they were (after making them with the best possible resources I could find). It's clear to me that we stand a better chance of actually seeing some change if we do most of the groundwork ourselves. If it works, it'll all be worth it. So, chip in your two cents, please.
I'll keep this top post updated with the general opinion of those who get involved.
Composite Armor
Special Protections: Energy and Blast
Basic Protections: Kinetic, Heat, Cold, Restraint and Acid
Vulnerabilities: Stun and Electricity
(I obviously know nothing about the wonder substance called composite.. as detailed below)
Padded Armor
Special Protections: Kinetic and Cold
Basic Protections: Energy, Blast, Restraint, Stun and Electricity
Vulnerabilities: Stun, Acid and Heat
First of all, I would think Kinetic protection for Padded armor just makes sense. If you're sparing or playing sports you don't put on leather, you protect yourself with pads. Being the second highest armor in the Armorsmith tree, I can see Padded being afforded 2 Special Protections as well.. especially since the second one is not all that common, but also makes sense - Cold. I can also see how Padded armor could protect against Stun, but I believe Stun should be the holy grail of protections and should be saved for the Special armor types. Heat and Acid should be given Vulnerabilities of a mostly cloth armor.
As a side note about Padded: We DO need a cooler and more productive looking helm. I don't find myself worrying too much about anvils dropping from the sky. My thoughts happen to be more like a Padded "Ninja" or assassin style helm. That would definatly be asthetically pleasing, add a unique (and desirable) look to Padded armor and most of all - it would make sense.
Those should be the two best armor types ANY Armorsmith with the given skills should be able to craft. That is why they both have 2 Special Protections and cover the most Basic Protections of all armor types. The remaining armor types should still have their own Special Protection, however the Basic Protections should drop and the Vulnerabilites should rise as we climb down the ladder.
Ubese Armor
Special Protections: Kinetic
Basic Protections: Energy, Blast, Restraint, Electricity and Acid
Vulnerabilities: Stun, Heat and Cold
So this is an inherent problem with how I view Padded and Ubese. I understand Ubese protecting against Kinetic due to bladed weapons, but again it only makes sense that Padded does as well. I also have a hard time deciding what Ubese should not protect against without adding the entire gambit. Personally, I've always been happy with Ubese and I don't really see any reason to change it. Another good thing about leaving Ubese alone is that it would put it on par with Padded, but still not quite as good with one less Special Protection.
*Edit* And if you are wondering about why the top two armors would have 2 Special Resists while we are wanting to lessen the overall effectiveness of Composite, the reason is simple. We were also discussing a set limit on the Base resists. So, while in this example Composite would have 2 Special Resists, the Base resists would be limited to 40%, perhaps. That is just a "fill in the blank" number.. so please feel free to discuss that as well. Admittidly, I am not a mathematician so I did not personally want to touch the possibility of Composite being a Medium armor. In concept it makes sense, but I think that should be saved for Factional armor and/or Special armor types (RIS, Manadalorian, etc..) So, if you understand the intricate and not so obvious workings of how the Armor Levels work, feel free to share your thoughts.
Okay.. so now that we are back on topic for this post (scroll past the first few responses heh).. StarchMonkey brought up a few good points that we should also be discussing. This is not an all consuming list of topics, but they are a great starting point:
How do we increase usage of all armor types?
How do we get people to use RIS and other uber armors and not keep them as decorations?
What should the progression of our armor tree look like?
What "level" should the Armorsmith tree progress too? (Keeping the most elite in Armorsmith or should they be quests?)
What should the gates be in our profession?
Where are new armors going to go in our tree? At what level?
Message Edited by RumblingSky on 04-02-2004 08:31 PM
Sorry folks, I do not think 'nerfing' any type of armor would be a good idea. The destabilising effect would be felt in the game for months / years as the old stuff commanded high prices forcing any new smiths to be completely unable to sell anything. Possibly make composite a little harder to make (named woolly anyone) this would make Composite the elite armor it should be.
I do agree that we could improve other armor types, this would give some more choice to pick the armor type best for the task, this would have much less on the economy as a whole as no pre-nerf market would exist.
Possibly give all armor types the ability to use at least one/two layers, this would give variation to what people go for and end the comp. only mentality that exists ATM.
J
Message Edited by RumblingSky on 04-02-2004 07:40 AM
Granted, I did not know all of that about composite. They way you presented your information was done in such as way as to encourage my taking offense. But it's okay. The one thing I have never done was claimed to know it all. I also haven't been the only one here talking about the in-game problems with this armor.
This was also not the thread to debate whether anything should or should not be done. That is why I referenced the other post that all of this originated from.
Yes, I did in fact seek out the best resources. This debate was brought up in the original post, which again is why I referenced it.
If you enjoy being locked into one set of armor due to it's overwhelmingly powerful statistics, then fine. Be happy with that. I am not and I am not alone. Therefore, we will continue to try and come up with effective ways of balancing out OUR profession so that it is more fun for Armorsmiths of all skill levels as well as interesting.
Next time, perhaps, you should read the original post to understand where this one is coming from.
So, if anyone has any actual suggestions regarding the topic of this post, please share them. If I had all of the answers, I would have never asked.
I'm still thinking about what I want to really add to this but let me just ask this in the mean time...
Arguably the best armor in the game could be 80% Electric/90% Base sliced Composite. Coupled with Doctor Buffs, thats pretty dang good. How attainable do we want this type of armor to be? Sure we definitely want it to be in the game for us to make, but we've hit the ceiling. No armor is gonna have better resists than this (yes,I know it would be vulnerable to stun). Where do we go from here? When they add new armor, where is it gonna go? Low HAM? No one cares about HAM as it is, and its already high on suits like this.
I guess I'm thinking that this level of armor should be the high/quest end of things like RIS/Mandalorian or some future armor. I think we need some readjusting of thetree just to make it a smoother progression. I'm just saying lets think about it for a bit, we aren't setting anything in stone here, its just brainstorming how we could make Armorsmith better.
Another thing to think about...
We are getting a Combat revamp, and a GCW revamp. The goal of this is to get more people involved in PvP/GCW stuff (from Runesabre). I'm not sure there are many, if any successful PvP'rs that don't wear composite. High resist composite. The NEED for composite will likely only increase. What do we think about this? What options are there going to be? If we get faction armor, how is it going to compare? There HAS to be a reason to use something else, otherwise no one will. That is pretty much something you can bet on.
Exactly. Thank you.
StarchMonkey wrote:
I'm just saying lets think about it for a bit, we aren't setting anything in stone here, its just brainstorming how we could make Armorsmith better.
If you look at the resources required to manufacture armor, which armor types would you choose to manufacture? I'd pick Ubese and Composite. They also happen to be the most popular armor. You can bet that availability and ease of manufacturing has something to do with it.
In most professions, the lowest items are the easiest to make, while the higher items require more specific or spawn-dependent resources. In armorsmithing, this is reversed. The lower level armors require more specific resources, and higher level armor require less. These requirements should be reexamined for all versions of armor.
Without nerfing armor, but a compromise to seeing nothing but composite out there. How about giving some graphic choices for making composite or other types of armor. Since they allowed people to change the color of their own composite, i've seen more variations of composite since then. Now, its not everyone running around in white, black, or red composite. Keep the stats as is, but offer some graphic variations such as modified Helmet. Maybe when you add special components (krayt segments, NS layers, etc.) it alters the graphic somewhat to reflect these added special components. So, you get more out of the suit than just stats, people will you notice you are wearing special composite.
This all boils down to uniqueness and giving some options for different graphics on existing armor would help out.
VemaGara wrote:
Resources is the second element of this puzzle. They are an integral part of the balance.
If you look at the resources required to manufacture armor, which armor types would you choose to manufacture? I'd pick Ubese and Composite. They also happen to be the most popular armor. You can bet that availability and ease of manufacturing has something to do with it.
In most professions, the lowest items are the easiest to make, while the higher items require more specific or spawn-dependent resources. In armorsmithing, this is reversed. The lower level armors require more specific resources, and higher level armor require less. These requirements should be reexamined for all versions of armor.
Thank you! This is also true. When I tried making organic armor, I found that it would be virtually impossible to break even or to even make money with them. I am a 100% crafter which means I cannot fight. Therefore, for every organic armor type, I have to purchase hide and bone. I do not know what it is like on other servers, but on Bloodfin, you're going to spend upwards of 60 - 100 cpu for anyorganic materialwith the stats we need 850+. Therefore, to sell a suit of 60% Chiten (and that is if you are not spending 500k for some mediocre enhancements.. enough of the same serial number for factory crates of the segments), you have to charge outlandish prices that could rival Composite in many cases. This is another reason why I feel like we need an entire Armorsmith revamp. When the most I can sell a suit of 74% Ubese for is 150k and I'm always fighting some starport spammer who is selling it for 95k and it only uses 2 organic components, I cannot begin to fathom even breaking even on a suit of armor that has 50 - 75% of it's resources being organic.
StarchMonkey wrote:
This is very true VemaGara, my ideas are very resource-centric. I'll try to get them down here sometime today. May have to come in bits and pieces.
Take your time.. I wish I had.