Armorsmith Archive

Thread: New Classes: Bio-Armorsmith Engineer

Easelman
Tue Mar 16, 2004 12:23 pm
#1

Bio-Armorsmith engineer
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M Armorsmith---Bio-Engineer


Options:
Bio-engineered Leather (added component to armor like a tougher skin)

Organic Armor (self repairing - vulnerablilities to poisons - disease)

Heavily Armored Pets

anything else?

Message Edited by Easelman on 03-16-2004 11:24 AM



Silvertail
Master Armorsmith
Head of Militia and the Mastermind behind Hortence City
ARMORY (-170 -5693) 800 meters South of Coronet
Inner Circle & Associates
.
Inner_genesis
Tue Mar 16, 2004 3:06 pm
#2




I dont often say annything, prefering to troll around, but this idea got my imagination going...

Have BE's make something that tailors use in some new part or sutch that is later passed on to a armorsmith to "harden" for example add layers and finnaly passed back to tailors so they can make for example Wookie robes that has the protection % added from some sort of layer...

Ok, that was abit of rambling... let me try to explain what i mean...


BE makes an enhancement for a new cloth item, lets call it "Clothing Bolt"

Tailors make the Clothing Bolt with the Bio-Engineered parts (wont add bonus in itself)

Armorsmiths Take the bolts and combine say 2 layers, some metal, some chem and some other stuff to make a "Enforced Clothing Bolt" that is in turn passed to the Tailors who from there can make anny type of "non BE" clothing with the MINOR diffrence that the finished pice will have the protection added by the layers...

So in the end, without having to add to mutch to the programing we can get "lightly" armored clothing that can be used by most, including wookies.. the protection whould be along the lines of Mabarii except it whould only protect against the types of segments added.....

And as for the Encumberance it whould be the cumelativ value of the segments + the clothing...

(example segment + segment + "heavy" (50) clothing = enc)

That way it whouldent be TO heavy if you "maxed" it for a Wookie or a TK, but you can still make it very light for a Doctor or other type that just need the minor % to get a extra chans without the weight of armor....


This whould not only raise the "value" of the mutch overlooked proffesion of Tailor, but also provide a new and facinating armor type that whould add depth and customability to combat...

No longer having to rely soly on armor...


ps: im sure most ppl have heard about padded armor...

(not mutch more then clothing with enforcements in it, and thats from the "dark" ages)


Please post what you all think about this idea.....

No flaming please


pss: Excuse anny gramatical errors or spelling, my native language is Swedish

Srednii
Tue Mar 16, 2004 7:46 pm
#3

There's already waay to many proffessions in this game, each one clamoring for more content. Half of them only half finished as things stand today 8 months after release.


Adding new proffs would be folly. Instead they should enhance and add content to existing proffs.





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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Engh
Wed Mar 17, 2004 1:15 am
#4




An master AS/BE wouldnt be able to master a third profession, there wouldnt be enough skill points. A profession making bio-armor seems interesting though, however the combination bio armor and regular armor might result in insanely high resists



Pengh
UmmonPrime
Wed Mar 17, 2004 1:18 am
#5

Seems a bit too powerful. They think armor is too good now.


Maybe they could make wookiee armor and things like that. Stuff that would not really be too powerful, just different than normal armor.



Elood- Trader - Retired AS/SW

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

Dark Sword, Naboo 6932 2054 Loots


Arcus
Wed Mar 17, 2004 1:18 am
#6

Great Idea.





SNAGGLE
Ask me if I care.

Crafter
Bah, I'm old and ugly.

Arcus
Wed Mar 17, 2004 1:25 am
#7

Maybe they would not even have to master BE.


Armorsmith 4/4/4/4 and Bio-Engineer 0/4/0/4 (Tissue Engineering & Engineering Techniques) could be the pre-reqs. This would leav 66 skill points left over for the Bio-AE("Bio-Armorsmith Engineer"), 63 of which would allow them to hit master Bio-AE.


-Wicca




SNAGGLE
Ask me if I care.

Crafter
Bah, I'm old and ugly.

Riftmeister
Wed Mar 17, 2004 1:29 am
#8

To balance things out they would have to sacrafice resists/encumberance in order to add some special enhancements. Good idea though.




Rift
Master Armorsmith working with 12 Experimentation points.
justapilgrim
Wed Mar 17, 2004 1:41 am
#9

don't need a new class for anything you mentioned


us armorsmiths rely on tailors for some of our supplies.


so why not just let BE's make something we can stick in armor (or new armors you mentioned)


or let us make armor segs that can be used by BE in their pet creations (super armored pets you mentioned)



I think this is easier, and more feasable. The only new profession since beta is the politician, this wont happen


SkinnyManDo
(battlemaster turned wussy crafter)


Master Armorsmith, VALCYN




SkinnyManDo Businessman
Chubbs is my Armorsmith Slave, email him
Get Armor at Valcyn Armor Emporium (proprietor) -5411 5375 (Theed) 16 armor vendors
Get everything else Forbidden Valley Mall (Lok) 20 vendors of everything else
sony-is-a-thief
Fri Mar 19, 2004 5:57 am
#10

I was thinking about this today yo uall want new armor?Well how about like a radiation suit or a gasmask or biohazard suit that has low/no resists but high resistance to poison/diease? might be more of a clothing thing I'm not sure but right now anyway poison disease is a real problem since it is DOT and hits you evne when your not in combat anymore. and unless you are a doc you will get killed 90% of the time by it.
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