Armorsmith Archive

Thread: Armor repair suggestion

ThirdJEM
Sun Aug 08, 2004 2:12 pm
#1

To my knowledge armor repair is broken, i.e. it really doesn't matter how nice your repair kit is you have a really good chance of losing that expensive custom made +7 melee def comp armor ya got there no matter how nice your repair kit is.....

Kit's suck... I suggest making a repair vendor for Armorsmiths. It would be exactly like any other vendor, it would be placed in a structure, and work exactly the same way, with he same mods, and the same graphics, etc... very little new coding. A player would come in to get their armor repaired, and like working with an insurance terminal (again little new coding) the vendor would determine what items in your invintory the Vendor can repair, and how much it would cost etc... The terminal would then repair the armor to the degree of the kits required (so a 99% kit will actually repair to 99%), WITH OUT CHANCE OF FAILURE! The terminals would only be open to master AS only, such that they don't get cut out of the income stream since with more successful repairs less new armor will be needed, and to keep guys from getting just one tree in AS and placing a terminal for the cash.

Could even consider a bounus for repairing armor crafted by that armor smith, so if I come in with a set of Rish's armor and try to get it repaired at Rish's vendor rather than going to the local guys vendor, I have a great chance of having it repaired even better than the repair kits would allow.

Ya dont' have to get rid of the repair kits, the new vendors could run off them, i.e. ya gotta keep it stocked with kits or the vendor won't be able to fix anything.



Anywho, just the idea of a non AS. I'm a mayor and a BH, so I know what its like to burn.... JUST BURN through armor, and I am always looking for new ways to add services to player cities.


What do you Smithies think?



Laviniaa Andronicus, Mayor New Hope, Dantooine--Ahazi;
Quintus Andronicus, Master Bounty Hunter (Here.. I'll track you so you can kill me.);

Covenant
Sobyv
Tue Aug 10, 2004 12:38 am
#2

Why not make it exactly like normal crafting? I mean, when you are mending clothes you need the materials to mend it with.


Let's say Johnny Q Noob takes his Mabari armor in to my shop and says he needs it fixed badly, he doesn't have any money for another set. OK, I just get my crafting station warmed up, and as I already have the resources needed to create the mabari armor, all I need to do is repair it. He's in luck, I was able to repair it with only a slight loss in condition!


Basically, what the point is, fix the repair mode yes, but add a resource cost dependent on the condition of the item and the success of the assembly roll of the armorsmith. Condition of the mending materials would also come into play, maybe even improving a piece of armor's performance/reducing performance.


This can work well for tailors as well. In RL, our clothes get worn out by day-to-day use, especially the fasion ones. Why not implement this sort of system for tailors as well.


With this system, they can either pay for repairs and get it good-as-new, or trade that stuff in and buy a new set of armor.
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