Bio Engineer Archive
Thread: New Tailor Tissues
ArthurDentOnBria wrote:
Well, the ones we always get asked for are the bonuses to combat speed, accuracy, and damage, and experimentation for the advanced artisan classes, but I consider those to be perhaps a bit overpowered so I'm going to recommend instead some that are more along the lines of some others we already have, but for a broader audience:
scout
terrain negotiation
ranger
camping/trapping
Terrain Negotiation is +100 troughout the scout/ranger trees but won't go higher then 95. Anything over 50 will only make you crawl faster. TN also works without Novice Scout so your basically giving 24 sp for free (Novice Scout + Exploration I to III). In other words a scout/ranger bonus giving little to no bonus to scout/rangers and a lot to the 32 other professions.
Camping bonus? All the camping mod does is to allow the placement of better camps. Could help with the grinding but atm the camps are mostly used to get around the 15-45 sec delay by CH's. Basic camp kit is the cheapest way to do that.
Trapping bonus could be usefull, especially if the Combat Revamp fixes the traps.
If you want to make scouts/rangers happy and buy be'd clothes get some +creature harvesting tissues in.
MBEs that took the time to max points in certain lines and get the best resources could then get a rep for more than just have +13 tissues in stock all the time.
Perhaps an option that would satisfy Tailors AND us AND Armorsmiths would be undergarments, in addition to the existing shirt, that can be worn along with armor. For example, why can't those tight Hotpants be worn underneath your blunky Composite leggings? Or they could create new garments altogether and specifically classify them as undergarments
1. Most tailors are not happy to be subcomponent crafters, saying that they but the tissues into synth and rfps for armour and should be happy just to sell them on is not going to go down well with them.
2. Tailoring isnt about money its about clothes and customer service. Its a social profession as much as it is a craft profession - theres no way as a tailor you can keep your vendor stocked with all the disgusting combinations of colours and outfits your clientelle will ask for, thats where the social side comes in to play, interacting with customers is a big part of being a tailor.
Clothes need to be a viable choice vs armour from a game balance and starwarsyness PoV.
Meplorium wrote:
I understand the tailor delima on this and they do make the tissues into sub components which find their way into armor. So tailors are not out of the lop on this.
lol, ok, so chefs then would be perfectly happy seeing all their customers buying much more powerful spices rather than their food then... just so long as the spiceshad a cheaply made, unexperimented component like an "alcohol" that only a chef (anynoob chef)could make in it? Is that what you're telling me?
Ok, and I apologize for hijacking this thread. I've stated how I feel and I'm done now
Meplorium has a point. If we sold to armorsmiths rather than tailors our sales would rocket to the moon, and all the gunbunnies would be deleriously happy trodding around in their composite. Should I just start collecting high quality leathery and wooly hide now for my upcoming career change? lol
Message Edited by ArthurDentOnBria on 08-04-2004 02:23 PM
We make pretty clothes for the cantina? No, that view is narrow and insulting.
Armor is overpowered, and that is being addressed in the combat balance. As for tissues in armor - it was possible for about a week when BE was fixed and it was a BUG which was removed from the game.
Simply put, you aren't supposed to be able to have your cake and eat it too. There needs to be some sort of benefit to wearing clothing, or to mixing and matching clothing with armor. To give armor enhancements is to make enhanced clothing worthless, because obviously enhanced armor is a superior product. That would be a serious and unwarranted nerf of the tailoring profession.
So, in closing, I think I speak for the majority of tailors when I say "NO NO NO, and finally NO."
Anyone notice that she shows up shortly after someone mentions Hawtpants!?
Suenr wrote:
I still think the solution is more clothing that can be used under armor. Who in their right mind throws on armor without having something on underneath it? Why can't we have some pants, more shirts, socks, and bodysuits that can be worn under armor? It would make sense, it would keep tissues to tailors only, and also give the option to get the effect of bio-clothing while still wearing armor. Instead of forcing people to make a choice (a choice which is painfully obvious for fighters), why not give them the ability to wear both? Then instead of pitting tailors against armorsmiths, they can both sell their best wares to the same customers.
thats still a case of having your cake and eating it - and lets face it, if its under your armour, who cares what your clothes look like.
Not that 90% of customers have a shred of originality in their bodies.... there are 254 other colours beside black you know!!! *grr*
NancyJ wrote:
thats still a case of having your cake and eating it - and lets face it, if its under your armour, who cares what your clothes look like.
Not that 90% of customers have a shred of originality in their bodies.... there are 254 other colours beside black you know!!! *grr*
Yeah, but black on blackalways matches, never goes out of style, and stains don't often show up on it. It's the color of choice for the fashionably lazy like me.
Message Edited by Lozareth on 08-04-2004 03:15 PM