Armorsmith Archive

Thread: Thunderheart and Armorsmiths I would like your opinion on this idea

Shann0w
Thu Mar 18, 2004 9:31 am
#1


I agree that the economy in SWG needs some adjustment. I would like to offer some suggestions for adjusting it (read the whole post before you make any judgements). The economy as it is has 2 sources for credits to enter the game, missions and loot. Currently the mission payouts for some missions are just too high. For example, I shouldn't get 4000 credits for carrying an item 300 meters and delivering it. The previous level of 40 credits is probably more realistic. Credits looted should be more appropriate to the level of the NPC looted. I shouldn't get 120 credits for killing an Evil Hermit then get 90 for killing a Tusken. It should be more like 12 credits from the Evil Hermit and 900 from the Tusken. The point I'm trying to make here is that every credit should be important to a player. These things would make if more difficult to afford 'durable' goods. Those 'durable' goods like armor, weapons, harvesters, factories, houses, etc. should all be major purchases. I'm an armorsmith so I will use my profession for an example.


The way the economy is structured now I have players that come to me and ask, "how much for X armor". Well I think about what they are asking, it's a major pain in the hind-end so I say, 500k. Much to my amazement the response I get is, "I want 3 suits, where can I pick them up". The response should be more like, "wow, that's a lot". Players shouldn't be buying a suit of armor every week, they shouldn't be able to. However, to get to this point a number of changes need to be made.


Armor should never be considered a disposable or expendable item. Players should not only 'need' to retain their armor, they should actually 'want' to retain it. When a player decides to upgrade to a better suit of armor he/she should be anxious to get some credit for their existing armor. An armorsmith must have some reason to give credit for the customer's old armor.


Armor Repair


The maximum condition of armor should never be reduced. Armor repair should be automatic for all players, however, the level of repair should be appropriate to that player's likelihood of having the necessary knowledge. A TKA master who's life depends on his armor should be able to make minor repairs, while an Entertainer wouldn't be able to make any because he/she has no experience with armor. For example: Say you have a piece of composite armor with a maximum condition of 42341. It's current condition is 12000. The TKA master should be able to purchase an armor repair kit and repair perhaps 500 points. An armorsmith might be able to repair 5000, a master armorsmith 15000. Beyond this amount, the armorsmith would have specialized means of repairs. Perhaps an item similar to a factory (call it a resynthesizer for purposes of this), I put in the damaged piece of armor, the Resynthesizer analyzes it and reports what resources must be supplied to the instrument. The quality of the resources added would affect how long this instrument takes to repair the piece of armor. Armor should ALWAYS be repairable even if it reaches 0 condition.


Armor Upgrade


Armor needs to be more versatile. This can come in many forms, replaceable layers, armor powerups, additional enhancements. For example say player X wears padded armor, it currently contains one layer to protect against energy. Player X finds that he often runs into NPCs that do stun damage. He takes his armor to his favorite armorsmith, the armorsmith, for a fee, adds a stun layer to his armor. Later player X decides he needs protection versus acid, so he goes back to the armorsmith, the armorsmith removes the energy layer and installs the acid layer. Even later on player X comes into the possession of some Rancor Hides. He takes these and his armor to the armorsmith. Assuming the armor has had no previous enhancement added, the armorsmith installs the Rancor Hides (which cannot be removed).


Salvage


Player X has decided he really wants a suit of composite armor. He saves up his credits. He goes to the armorsmith. The armorsmith gives him a tradein credit for his old padded armor. The armorsmith can either repair, refurbish, redesign this armor or he can salvage resources or components from it.


Vender Enhancements


I would like to see templates added to venders. There could be any number of these. These templates would have prefined slots to plug items into. The template for armor would have a slot for each piece of armor. This would facilitate selling entire suits or portions of suits of armor in a way that allows the customer to see exactly what he/she is getting. You would browse the vender just as you do now, the template items will show just as a normal item does. The shopper can select 'details' and view the stats on each piece.


In the above scenario (salvage, repair, etc.) armorsmiths will not just make armor and sell it, they will perform a valuable service. To prevent this 'service' from becoming an SWG job, venders need a check-in/check-out feature. For example, player X would like to get his composite helmet repaired. He brings it to my vender, checks it in with a note as to what he wants. The armorsmith later checks his vender, sees the armor, assesses the time and cost of the repair, emails player X an estimate of the cost. Player X approves the cost and the armorsmith repairs the armor. Once repaired the armor is placed back on the vender, only player X or the armorsmith may retrieve it. Player X must pay the fee to the vender.


Factory and harvester Enhancements


This is only indirectly related to armorsmithing but I want to say it anyway. I would like to be able to purchase an enhancement that allows me to qeue schematics for my factory, perhaps a droid? I would also like to be able to purchase upgrades for my harvesters, say I have an old medium with only BER6, I could take it to an architect and have it upgraded to a BER10. It would be nice if I could purchase an interface for it that allowed me to monitor it's status from my datapad.


This is a loose outline of a system I think would work nicely. It obviously needs much more detail. What are your thoughts?

KnightMare
Thu Mar 18, 2004 11:09 am
#2

Armor repair should be a little realistic process. I'd like to see armor repair actually require more materials to fully repair( or close to it) the armor. I see why they made armor and everything else decay, that way there is always items leaving the universe as well as entering. If nothing leaves and economy then the demand for new items disappears.


I would SO love to see second or third stage factories, just like harvestors. But if i can't get that wish then a schematic queue would be the next best thing.


Shann0w
Thu Mar 18, 2004 12:48 pm
#3

I think most of the prices for weapons and armor that I see on Wanderhome are reasonable, the problem is the people buying those weapons and that armor just have too much money. As a master armorsmith I can make some darn fine bone armor but I don't recall ever having anyone come in and ask for bone armor. They don't ask for bone armor because they can afford the best I can possibly supply.


Let me relate a story:


A couple months ago I got a tell from someone I didn't know asking me to make them the 3 best suits of armor on Wanderhome. He said price was not an object, that encumbrance wasn't an issue and bank tipped me 5,000,000 credits up front. He wanted two suits of Composite and one of Ubese. It took me almost a month to complete the three suits of armor. They were works of armorcrafting art. When was the last time you saw two entire suits of composite with base resistance of 73% (no slice)? Or Ubese with 77% vs Kinetic. He was absolutely thrilled with the armor. One week later to the day he contacted me again. He needed more armor. I really liked the guy (he spent a lot of time helping track down bits and pieces for his armor) but I didn't want to go through that logistical nightmare again.


In my vision he should have been able to bring his old armor to me even if it was at 0 condition and get it repaired.
Krallic
Thu Mar 18, 2004 6:22 pm
#4

I don't think salvaging armor would be possible with the current system. This is because the database (probably) does not save what was used in the armor, but only the final stats.

To continue with the thread: What if the resources you use in your "repairfactory" would lead the armor to become better/worse depending on the quality of materials used? This way you can refurbish old armor to be on par with the newest armor, if you have the same resources. At the same time you can change other things, like in your example with layers.

Love the idea for different effectiveness factories by the way!
DHUScreed
Thu Mar 18, 2004 6:46 pm
#5

Some really great ideas, I support them 100%. Too bad these ideas will probobly go to waste b/c the devs just dont give 2 sh*ts.





Screed Herrschaft - Mercenary - "Im just a simple man trying to make his way in a galaxy." -Jango Fett

Shann0w
Thu Mar 18, 2004 8:23 pm
#6






Krallic wrote:
I don't think salvaging armor would be possible with the current system. This is because the database (probably) does not save what was used in the armor, but only the final stats.

To continue with the thread: What if the resources you use in your "repairfactory" would lead the armor to become better/worse depending on the quality of materials used? This way you can refurbish old armor to be on par with the newest armor, if you have the same resources. At the same time you can change other things, like in your example with layers.

Love the idea for different effectiveness factories by the way!





Handling what you receive when you salvage a piece of armor would be interesting. I agree, the database most likely does not track the original resources. Granting the current resource of that type could lead to people 'promoting' old crappy resources to a newer, better one. But then if the conversion was only 5-10% might not matter.
UmmonPrime
Fri Mar 19, 2004 1:25 am
#7






Shann0w wrote:

I think most of the prices for weapons and armor that I see on Wanderhome are reasonable, the problem is the people buying those weapons and that armor just have too much money. As a master armorsmith I can make some darn fine bone armor but I don't recall ever having anyone come in and ask for bone armor. They don't ask for bone armor because they can afford the best I can possibly supply.


Let me relate a story:


A couple months ago I got a tell from someone I didn't know asking me to make them the 3 best suits of armor on Wanderhome. He said price was not an object, that encumbrance wasn't an issue and bank tipped me 5,000,000 credits up front. He wanted two suits of Composite and one of Ubese. It took me almost a month to complete the three suits of armor. They were works of armorcrafting art. When was the last time you saw two entire suits of composite with base resistance of 73% (no slice)? Or Ubese with 77% vs Kinetic. He was absolutely thrilled with the armor. One week later to the day he contacted me again. He needed more armor. I really liked the guy (he spent a lot of time helping track down bits and pieces for his armor) but I didn't want to go through that logistical nightmare again.


In my vision he should have been able to bring his old armor to me even if it was at 0 condition and get it repaired.







That is one of the reasons I got out of the custom armor buisness, I was only logging in to do stuff for other ppl.


To the original post though, I love the salvage part. Don't know why I couldn't pick up old used armor and get like 5-10% of theoriginal resources out of it. I am supposed to be a master of my craft.




Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


DrClawX
Sat Mar 20, 2004 1:19 pm
#8

Perhaps a systems like pet decay could be applied to armor and weapons, for example any one can fix 100% of the time, but only X amount of times. Repair kits would perform the same way as a pet vitality pack. It will aslo add visual representation on how many times the armor can and has been repaired.
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