Armorsmith Archive

Thread: Making non-composite armor useful

jfang
Fri Apr 16, 2004 7:37 am
#1







I'm *sure* this has been mentioned before (and I saw it alluded to in the top 5 issues thread), but I didn't see it explicitly mentioned 10 minute searching of the forums. So, at the risk of repeating somebody else (and apologies if I am):


Why don't they change armors so none are strictly better than the other. In particular, keep composite the same as it is now (although I personally think the resists should be lowered). Then, maybe change urbeese so that it has special protection to stun damage, but has vulnerabilities of maybe acid and heat. Then change padded so it is stun resistant and acid restant and special protection heat, but make it vulnerable to electricity... And continue down to lower level armors.


So overall, composite has the most resists, and the highest strength. However, depending on who you are fighting, you might be better of with a "weaker" armor. This would remove a fair amount of clamoring from combat types for a "we need a stun weapon", as well as make all the schematics of a armorsmith useful (rather than currently how composite and a little urbeese are all that sell, from what I gather as a non-armor smith).
fsteph
Fri Apr 16, 2004 8:08 am
#2

Yeah making certain armours the best for certain professions isa great idea, I know some people already choose ubese armour because of the HAM costs, but as it stands composite is pretty much the best at everything (or at least that's what most non-AS thinks)

Again I'm sure it's been said before:

I think one of the best ideas around concerning this is certificating armour, a novice marksman cant run around using a T21 so why can every newbie in Coronet grind missions all day, get themselves a full set of composite and think they're the new Lord of SWG?

Implementing this would be a whole different matter, the devs could never certificate armour in it's current state because maybe a third of composite armour would become useless, I think you should have to have a novice elite combat profession to wear composite, that way there might be *some* market for the novice armoursmiths (I've only ever sold one set of armour) because let's face it, why would anyone ask an armoursmith who's not master when they know the armour wont be as good? Master AS would still sell more armour because it would be better, thats only right, but the novice could sell something, the devs have already tried to incorporate the novice AS by making wookie armour one of the first armours the novice gets.
jfang
Fri Apr 16, 2004 8:42 am
#3


Another option would be to customize armor to be "anti-class". for example, make padded into the "anti-pistoleer" armor (it has low to medium resists to all non-AP damages that pistols can do, and special resists to energy and acid damage which pistols have AP1 in). And them make composite the "anti-rifleman" armor (very high resists and special resists to energy, stun, and whatever other damage high AP damages rifles get, but vulnerabilities to non-rifleman stats, such as electricity, blast, etc).


So if you know you are about to go into combat against a group of 8 flavor of the month classes, you can toss on specialized armor to improve your chances. If you are fighting a will diversified group though, you armor will lose a lot of its protective value (which would be good because it would encourage tactics in combat, rather than a group of "class of the month" clone swarming combat).


Reiondo
Fri Apr 16, 2004 11:40 am
#4

You guys are making too much sense. Therefore this can never happen.




Okram2k
Fri Apr 16, 2004 3:30 pm
#5

Yes so we can turn armor vs weapons into a big rock paper scissors game, and if you're rich you'll own all of 'em and switch to whatever's attacking you while if you're poor you're screwed if you... bring a knife to a gun fight so to speak.



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
Volaar
Fri Apr 16, 2004 7:56 pm
#6

Well, there is another problem that I see. Some classes are able to carry weapons that can do every type of damage. All you have to do is see what kind of armor they are wearing, and then switch to that gun and pwn him. I have always been one to say that they do not need to nerf armor, they need to fix the secondary stats so that there is some kind of an advantage to wearing "lighter" armor. They need to have some kind of a limit on how high you secondary stats can be. That is where everything can be fixed. If you cannot wear 1100/1100/1000 HAM comp armor, then what is the point of making it? People will seek out lower HAM armor, and might even start wearing the other non-comp types of armor.



Volaaar - Master Armorsmith - Ingame contact
-Asmodeus-
Sat Apr 17, 2004 8:29 am
#7

If you Check out the armor fundemtals advanced guide made by one of the game Designers,


heres the link; (sorry not sure how to make this a clickable link)

http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Armor%20Fundamentals


Quote: "Stun damage is the bane of armor, player and creature alike. Most armor is vulnerable to this Damage Type. Fortunately, only a few weapons such as the jawa ion rifle and the tangler pistol deal stun damage. Fencers are also known to use stun batons."


then it goes on to say;


Do Personal Shield generators work the same as armor?
Yes, they do. There are some differences, however. Shields have no encumbrance penalties and act as a second layer of armor. Damage is first absorbed by the shield and whatever remains goes to the armor. Shields also have an innate protection against Stun damage which no other crafted armor has. The trade off is that shields are extremely fragile. They wear out quickly, making it an expensive proposition to use them continuously.


My point to telling you this? Like I have stated in a few other posts, It goes along way for the armorsmith to educate thier customers on what type of armor they should be using in which scenario's, but in the end, the player is the one that chooses his/her gear.


Take PvP for example. you never know what your going up against most of the time, so of course if you have a set of Advanced composite with 80% special protection Vs. Kinetic and Electricity, and a Base Effectiveness of say 66% sliced up to 80%+, the only thing your not protected against is Stun dmg, hence equipping that Imperial test PSG with a 46% base sliced up to 60%+ vs all but Energy.


Wearing this combination of armor and PSG gives the most protection vs all, and so, if you can afford it, kinda makes sense to buy it and wear it right? The trade off is simple. In order to wear this armor, there is no doubt that you must be buffed. The armor i have just described is the the heaviest and most encumbering in the game.


What alot of people don't realize is this;


the trade off for wearing a lesser set is simple, sure you may only have a 40% vs kinetic or energy for example, but, with a difference of anywhere from 500-800 encumberence to each substat, you are going to regenerate your pools at a ratemuch faster than if you were wearing comp. you are also going to get your specials off and regenerate pools faster, be more accurate in your hits due to less encumberence, and be more able to dodge alot of attacks (given you have the skills). the idea of this goes out to Melee classes whose special attacks in the high end of the class use a large amount of stat point cost. Powerhammers for example use 100+ health points per special.


What i have found is, Players are lazy. they don't want to figure out what armors are needed for what situations, so in the end thay only want Ubese for PvE creature mobs, and Comp for NPC's and PvP. It don't take long to make money in this game, and once you have Ubese, you can do missions faster without having to heal or waste time with incaps etc, you just last longer, so you earn your money for Comp even faster. Once you have Comp, people can rake in 100k in an hour or 2 easily and therefore it only makes sense that you would save up for another set. This is what kills the other armors from holding thier own. Plus the fact that once you have that composite armor on, when your buff wears off, your stats are modified to 1/1 if the encumb is beyond your limits and you don't have to take the armor off. So you now are still protected 80% vs everything but Stun, unbuffed, even though it would take 20 min to regen your 800 hitpoints, people don't care, they will find thier doctor and get buffed again and then drink thier Varsarian Brandy until the cows come home.
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