Bio Engineer Archive
Thread: New Tailor Tissues
Thanks.
I would really like to see more clothing types that can have tissues added to them. Belts, shoes, and gloves would be great places to add tissues and still wear armor. Maybe they could add some thermal pants and socks which could be worn under armor. I think the ability to wear more items than just a shirt with only one type of tissue in it at the same time as armor could be as important as adding those new tissue types.
Edit: some good points were made below, so I modified my list
Message Edited by ArthurDentOnBria on 08-04-2004 10:01 AM
Message Edited by Lozareth on 08-04-2004 02:59 AM
Message Edited by Lozareth on 08-04-2004 03:01 AM
ArthurDentOnBria wrote:
Washell,
That's fine, suggest creature harvesting, that's not a bad idea actually, but why all the hate?
And FYI, I'm a former (non-holo) master ranger, and now a ranger dabbler, so I'm painfully aware of the ranger skillset. Many scouts and ranger would love to have extra terrain negotiation or camping. How do I know this? Because they come to me as a tailor now every day and ask me for this, lol.
Also, anybody who knows anything about such bonuses know that they give bonuses only to people who already have the skill (ala the existing mask scent tissue). That means non-scouts/rangers/combat medicsget no benefit from it at all, so you're off-base there.
Hmm, yes, it was rather negatively set up. Sorry about that.
My error, always try to speak for myself but sometimes I assume the issue is so general that the mayority would agree and speak for everyone. This is a nice reminder why I shouldn't ![]()
- Most bonuses give a little extra to a command (/maskscent for example), just having tissues won't give you the command.
- TN requires no command to activate.
I once saw a post from someone who had a looted weapon with a largeTN bonus but no novice scout. He said he saw a definite increase when climbing hills with the weapon equipped. I'll admit this was one post from just a normal player who maybe wanted to believe it worked so hard his eyes deceived him. But with the weapon switch delay and rarity of large bonuses on weapons this isn't much of an issue.
The other thing that bugs me is thatwhen you spend the skillpoints forMaster Ranger both camping and TN tissues are useless while a dabbling ranger can get at the same level without spending the skillpoints (though he will miss a few schematics). I feel dabbling is a great gift in this game and I think bonuses are great, but please let's get bonuses that also work at master level, in the scout/ranger case this leaves trapping and creature harvesting next to the existing mask/camo.
ArthurDentOnBria wrote:
artisan experimentation (just the "novice" level)
Dizzy defense
Knockdown defense
When I was a Master Tailor for about 4 months, my best-selling clothes were made with either Stun/Melee Defense or Wound/Injury Treatment. Clothing made from the other tissues just weren't in much demand, with the exception of Wookies who consistently asked for the Warcry/Intimidate bonus.
Yes I mean anything. If you want a crafter-based economy then let the crafters make stuff that's as good as or better than looted items.