Armorsmith Archive
Thread: Idea for new armor, too bored at work
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Damaleon
Fri Oct 15, 2004 10:58 am
#1
Work is pretty boring so I figured I would write up an idea for armor I had. Haven't been on the AS forum very long so I don't know if anyone else has already posted it.
Basicly, I would like to see a questable set schematics, similar to RIS, but only requiring 1 looted item for each combine, and a different one for each piece, and specific resources like klesh copper or ostrine carbonite ore for each part.
I would like to see it as a kind of powered battle armor, craftable in 3 pieces, a helmet, torso/arms, and leggings. I could be a good way to create a dependancy on other classes as well, if you require a droid chassisfor each part, artisan components like power conditioners and memory modules, even medical components for various effects. Each piece of armor would require a comparible number of armor segments to those used in other armors, 3 or 4 for the helmet, 10 or 12 in a mix of identical and similar segments needed for the body, and 5 or 6 for the legs.
Each section could have several modules that couldusedlike power ups(for only this armor)to get certain tradeoffs for stats and abilities. Some of the things that come to mind are:
For helmets-
1.Targeting module- gives a bonus to accuracy, but a negative to speed, both values being experimentable (say max +30 to hit and -3.0 to speed)
2. Eye/head protection - increases resistance to dizzy, blind, warcry, diseased, and stunned states, but reduces the stun damage protection of the armor by a certain amount, as there would be less space for armor (say max of +10 vs states and -20% to stun damage prot.)
3 Addional Padding - increases stun damage protection, but adds significant HAM encumberance
For the Body-
1. Fortitude enhancement - Increases base and special resists by a certain amount (say up to 10%, never above 70%) but increases HAM costs (say 1.25x to 2x)
2. Strength enhancement -Lowers HAM cost (say 5% to 20%) and increases speed, but decreases accuracy and melee defense by a small amount
3. Additional Armor - adds to Ranged and Melee defense but increases HAM anddecreases speed
4. Adrenal Pack - increases action and health regeneration rates, but decreases poison, disease, and bleeding defense
For Legs-
1. Speed enhancement - increases terrain negotiation and burst run efficiency, but increases HAM slightly and lowers special resist and base resists
2. Additional Armor -increasesbaseresists, but adds significant HAM encumberance
3. Stabilizers - increase KD and dizzy defense, but makes burst run impossible to use and decreases melee attack speed slightly
Each of these from the segments to the armor and all the power up schematics could be quests for an armorsmith to do.
Again, this is just an idea that has been floating around in my head for a day or two, though I would see what others think of it.
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