Armorsmith Archive

Thread: Ok Vevy here it is (armor revamp proposal)

Jica
Fri Jun 11, 2004 5:14 pm
#1

You're into the same thinking that I've been doing recently. Sure it is nice that I can make 90% armor, but it's starting to make pvp (which I do also) slow.

Personally I think every armor should have at least a couple of weaknesses and all armors should be possible to get to 80% special effectiveness, with maybe bone armor as the exception. Lower base and weaknesses would mean more diversity in pvp and not having to rely on being a rifleman, combat medic or own über DOT weapons to be killing people in general.







WarlordRhawn
Sat Jun 12, 2004 12:44 am
#2



This idea has went through two "REVAMPS"



If we are to accept that there is a problem with armor then we need a solution. This is easy enough to understand and I don't think anyone would dispute that although they may dispute that the problem even exists at all. With that said and with the assumption that the problem does indeed exist here is my solution:


First let me state that this is a multi profession revamp to armor. It is necessary to go into multiple professions because armor is so interconnected with some of them. So without further ado, the changes.




Smuggler It has never made sense to me that a smuggler could alter armor and make it stronger. With this in mind I would start by changing armorslicing. From now on effectiveness slices would not be possible. Right now 65-70% armor is being made on Starsider. Without the slices they never reach the 90% that people have complained about in PvP. Therefore this aspect will be removed with one exception:


Personal Shield Generators will always yield an effectiveness slice. This is similar to the juryrigging concept applied in d6 West End Games Star Wars. It tried to reflect the fact that Han got more out of his electrical equipment by tampering with it (overclocking if you will).



Chef


Synthsteak will not stack with Armor (including PSG's). The rational here is simply that Synthsteak should be an option for those who want to play without armor penalities. Since it protects at less then 60% I see no problem with it at all there will be a market for both regardless.





Armorsmith


Encumberance I would very much like to see encumberance changed so that it depends primarily upon the effectiveness of the armor rather than the type of armor it is. Now I want this change because without it, there may be to many variables. If the encumberance of all armors is made the same based upon their effectiveness there will be no clear winner among any of the choices.


As an extreeme in encumberance I would use the present day scale of Advanced Composite.



Effectiveness Cap


There are two numbers here. The differentiation occurs by what type of protection it is. The caps I am proposing to armor is the following:


Special effectiveness: 80%

General effectiveness: 60%


Please keep in mind that this is the ceiling number for all types of armor. This assumes a system similar to our own in which you must experiment to reach these caps with 900 + OQ SR UT. The immediate problem I came up with is what about exceptional pieces of armor layers or segment enhancers.


If these pieces are going to continue to drop and I believe they should then the hard cap will be modified by anything with an Exceptional or legendary tag to equal the effectiveness + the value to a ceiling of 90%. This is the only exception to the above mentioned caps.



Armors All armors are equal under this system in effectiveness. People will immediately ask the question and rightly so shouldn't the master level armor advanced composite have a benefit? My answer to that is yes it should so here is the breakdown.



Changes to existing Armor


1. All present vulnerabilities across all armors are removed.

2. All present special protections across all armors are removed.



Diametrically Opposed Special Protections


The name could be a bit misleading so let me elaborate on this. I don't mean heat will be opposed by cold. That isn't my suggestion at all. What the plan impliments is simply this, if I want to protect against something I will also get a weakness somewhere else. Here is my opposition chart as an example:



Kinetic Opposed by Heat

AcidOpposed by Energy

Stun opposed by electricity

Blast Opposed by Cold


I do not oppose restraint because I am told restraint is going to become Lightsaber damage on the test center. As of yet we don't know much about this except PSG's will defend against it.


So I have told you that I have an opposite special protection/vulnerability chart. How does it work? Supposing you are fortunate to have the best materials out there and are able to make a suit of straight 60% composite. You decided while making this composite to layer it of course three times with the kinetic special protection. Because you have layered it with the kinetic special protection it automatically gains theHeat vulnerability. Now let us suppose that you make a batch with Heat Special protection after experimentation you have 60% general and now layering it three times with Heath layers you gain 80% protection against heat what happens now is that you gain the kinetic vulnerability on the armor.


Under this system you may not add try to protect against the weakness. To do so will instantly create two vulnerabilities in both kinetic and heat. Let me explain further. During the creation of the segment process you add two kinetic layers and one heat. Because they are the diametrically opposed layers they cancel each other out creating TWO vulnerabilities.



What is my benefit for Composite? The benefit for composite is simple. I want to add another third layer. This is an armor seal. Right now only composite should get it because its the only full body suit. If stormtrooper armor also is released to armorsmiths I would add it to stormtrooper armor as well. The armorseal acts as a damage reduction to poisons/disease and works just like any other armor layer would.


The main benefit of this system is I believe it will allow people who like to solo to use their 80% kinetic in the field. It will also allow players to PvP and actually damage the other and I believe it will stop the stun imbalance almost immediately.




Personal Shield Generators


The change I would propose to PSG's is to make its functionality change. The functionality of a Personal shield Generator would be to cover the vulnerabilities of the armor. Thus it works as an either or position but not both. So where the player is vulnerable the PSG covers the ARMOR VULNERABILITY, where the player is not vulnerable the PSG does nothing. As far as percentages are concerned and the raw data I wouldn't make a single change to how it is right now as of this moment. A vulnerability should be a vulnerability and the 40-33% PSG'sI believe are very balanced as they exist right now.





Benefits


1. Eliminates one damage type as "uber".

2. Allows for greater customization in armor.

3. Allows the armorsmith to truely determine protections instead of a hard code.

4. Boosts other armors so that there is a reason to look different than the other.

5. Is not simply a dirty nerf on those who like to PvE solo.

6. Addresses the problem of combat professions not doing significant damage in PvP.

7. Helps to level the playing field,and expandsthe market.



These are the strengths of the proposal as I see it and this is how I would indeed change it.








Natanial Storm

Message Edited by WarlordRhawn on 06-11-2004 01:54 PM




NatanialStormTRGA

Master Bounty HunterMaster Carabineer

32 Professions completed, RIS made, Next up: Mandelorian Armor

SemiRetired, but loving the NGE



Forum Badges Earned:
... Has proved GarVa's guilt and performed a great service to the boards!
... Wheres his one stars with pride!
... proud to have been a former officer and member of TRGA
Page 1 of 1
Previous Next