Game Guides Archive
Thread: Friday Feature January 21st – Combat Upgrade New Faction Armor
Thumbs UP!!!
And hey, don't forget, we won't be getting one of these features every week, but we'll try to bring as often as we can....
Gen00b wrote:
Well, they're pretty amazing!
But why didn't you choose for something more related to the movies, like Scout Trooper, Swamp Trooper, and for Rebels something that looks like the armor the rebels wear in the first scene of ANH?
The Scout Trooper armor is there ![]()
The Stormtrooper armor has been beefed up to "battle" armor to be competative and the Shock Trooper armor was designed because it is "Assault Armor" so it needed to look like assault armor.
The rebel armor was pretty difficult actually. The thing is, the armor in ANH isn't armor - - they were just wearing gray chakis and a black vest. It wasn't armor. We did quite a bit of research on rebel armor and none of it looked as cool as the Imperial armor so we developed the new rebel armor types and LucasArts approved the designs, so here they are!
dashbarron wrote:
SOME OF THE NEW ARMOR WILL BE CRAFTABLE!!I LOVE YOU TH!!!
edited for size, I got excited
No worries - - Im glad you are excited to see the new stuff.
And btw, all of the armor will be craftable, including the old stuff.
Egeis wrote:
Great armor, what will happen with any old set of faction armor? Will it be revamped to fit the new tiers of faction armor and hold what ever there new stats will be?
The old armor will be converted to the new tiered system. I can't comment on the stats because item conversion is a big part of the testing process (and haas actually been one of the biggest tasks of the Combat Upgrade).
Swashbuckler wrote:
Now the question is how the new factional armor will work. You already said that the faction cost is moved to the crafters, but will there be demands of the people interested in using them too? Faction standing, cover/overt, stuff like that... Or is that something that is yet undecided?
That will all shake out during the testing...
I think this is a really good idea and it makes alot of sense. Now, no cheap shots like being shot in the foot. However, for the races I think the race bonuses should be increased alittle. Make wookiees really good at brawling, +alot more dmg, -some accuracy though...stuff like that, because I like seeing the diversity in races but since people started quitting alien creatures for humans because they felt alienated (no pun intended
The CU Document said:
Race Normalization
Armor in SWG is also subject to a unique problem that is due to movie canon limitations. According to movie canon, certain player races cannot wear certain pieces of armor. For example, Trandoshans cannot wear gloves or boots, and Wookiees cannot wear boots. This has led to a situation where these races can get one-shot killed in combat because they have a form of what is commonly known as an "armor hole." This happens because on a basic level of combat calculations, the body was divided into multiple hit locations. Once a target has been determined to have been hit by a weapon the game determines what portion of the body has been hit, for example, the hands, bracer and biceps were all valid and separate hit locations.
The proposed system will remove the hands and feet as valid hit locations. We will need a new type of armor clothing to prevent the additives of clothing enhancements and/or already disallowed bio components. These pieces will still remain crafted by Armorsmiths. This should encourage the use of some of our least used races because they are no longer suffering a massive combat disadvantage.
Darksfallen wrote:
This begs the question. Will each profession be able to deal all three type of damage? I know you mentioned energy weapon switches but will you be able to chance Vibro Knucklers to a nonvibro or put in weapons to cover all the damage types? Otherwise there will always be a best armor/weapon versus X Profession.
Vice Versa, you mentioned Profession requirements for armor, see the above question...
That is the point,they are trying to push group mechanics. In order to be really effective you will have to have a commando doing Pulse Wave (and posibly Focused beam), Rifleman doing but load of Focused Beam, Carbiners doing boat loads of Coherent Bolts, Pistoleeres doing Pulse Wave. Along with the Melee people to take damage and deal it out. TKM General damage to everything, Swordsman mode 3, Pike mode 2 and Fencer mode 1.
Each profesion will specilise in a damage type. Also each proffesion will specilise in a set of armor.