Game Guides Archive

Thread: Friday Feature January 21st – Combat Upgrade New Faction Armor

macnider123123
Fri Jan 21, 2005 3:00 pm
#79

How about some faction armor for Wookiees and Ithorians? I know it's a long shot, but I've got a Wookiee Imperial Colonel and I'd love for him to be running around with some Imperial armor.



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overbyte
Fri Jan 21, 2005 3:00 pm
#80

bbb....
























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lund0529
Fri Jan 21, 2005 3:00 pm
#81

These are really cool!

Seems like last time I remember looking at the statistics, there were a huge number of neutral players. Any chance for Hutt/BlackSun/etc. armor? (something less uber-rare than BH or mandalorian)
AnXdiety
Fri Jan 21, 2005 3:01 pm
#82

I'm overjoyed that its the first real Friday Feature in about 6 months that doesn't deal with JTL. Thank you finally.

In refference to your previous post about the difference in animations. Will this be effective in the modes of firing? For example if I was to use my Flame thrower in mode 3 would it be just a constant stream of flame? Then if I shifted it to mode 0 could I use it to bash people on the head, then swap to mode 1 to shoot fireballs? I'm not meaning to ask about flamethrowers specifically just the animations so we can tell what mode of firing they are in visually.





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and all those voices in my head have every right to be there

Novock
Fri Jan 21, 2005 3:01 pm
#83

This is what we've been waiting for.


I hope you guys will do some follow up on the armor. Some possible questions.


1. Will all the factional armor be craftable or just some of it? I'm assuimng all would be but clarification wouldn't hurt a bit there.


2. Will the armorsmith need to be faction aligned to make that particular armor or will any armorsmith be able to make either sides aromor?


3. Covert/overt to wear factional armor. I actually like the current system. Its kinda hard to be incognito when wearing Stormy armor LOL


4. How will these compare to other armor such as Comp, padded ubese and the specailty armors RIS, BH and Mando? Will they be just as good as, or slightly better or simply different?


Will their be a follow up on weapon dmg types since you shared some tid-bits here?

1. What about melee weapons?

2. What about the infamous Lightsaber?





Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
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RagNoRock5x
Fri Jan 21, 2005 3:02 pm
#84






nefarious2 wrote:



Are all armor going to be craftable? or is some still planned to be recruiter only?


Does an armorsmith need to be a rebel to make rebel armor/Imperial to make imperial armor? If yes, what about the neutral AS?







Please read all 5 pages

Or atleast all DEV posts.

All armor will be player craftable. To craft faction armor they must get a Schematic from the recruters.



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dashbarron
Fri Jan 21, 2005 3:02 pm
#85






Novock wrote:

This is what we've been waiting for.


I hope you guys will do some follow up on the armor. Some possible questions.


1. Will all the factional armor be craftable or just some of it? I'm assuimng all would be but clarification wouldn't hurt a bit there.


2. Will the armorsmith need to be faction aligned to make that particular armor or will any armorsmith be able to make either sides aromor?


3. Covert/overt to wear factional armor. I actually like the current system. Its kinda hard to be incognito when wearing Stormy armor LOL


4. How will these compare to other armor such as Comp, padded ubese and the specailty armors RIS, BH and Mando? Will they be just as good as, or slightly better or simply different?


Will their be a follow up on weapon dmg types since you shared some tid-bits here?

1. What about melee weapons?

2. What about the infamous Lightsaber?







1. ALL the armor is craftable


I look forward to hte answers for the rest





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neelong
Fri Jan 21, 2005 3:04 pm
#86

Nice friday feature



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MonsofoLexius
Fri Jan 21, 2005 3:05 pm
#87








Utess wrote:
TH, or someone, I'm having a hard time trying to understand this new armor system. Do I understand this correctly?

These modes/armor classes are AR and AP removed. Different type of damage and protection are being introduced. With the differences now being:


AR(type a)is weaker to Weapon damage type (b and c)
AR(type b) is weaker to Weapon damage type (a and c)
AR(type c) is weaker to Weapon damage type (a and b)

We can change theWeapon damage typeon our weapons on the fly, and hand to hand, to allow to shift the weapon shot type to allow for the armor type in game, (and I guess that) some weapons will be better at certain damage types then others, to allow for some real diversity in combat





I understand it better that way




----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
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DeQuosaek
Fri Jan 21, 2005 3:06 pm
#88

Looks and sound great!


You didn't have to restore my faith in the team, I knew you guys have been busy working hard on this stuff. But now all the nay sayers can finally give it a rest.




Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

RagNoRock5x
Fri Jan 21, 2005 3:06 pm
#89

Comp armor will compare to assult armor

Bone armor will compair to scout armor

Chitten? armor will compair to Battle armor


There is no way of knowing ATM how good our current armor will be tho.


However I can say this, they will all be good in certin circumstances.



RagNoRock Kelnek - King of the Zabrak
Tahina Kelnek - Queen of the Humans
The Juggernaut of Bloodfin
Destroying terrorist Scum for 3 years and counting.
Fun and Free Online Game!
DarthScin
Fri Jan 21, 2005 3:08 pm
#90

Dear lord....that new Rebel armor looks downright vicious!



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SWG Veteran Since June 28th, 2003
MonsofoLexius
Fri Jan 21, 2005 3:08 pm
#91

From what I have read in the CU docs posted here....




Novock wrote:

This is what we've been waiting for.


I hope you guys will do some follow up on the armor. Some possible questions.


1. Will all the factional armor be craftable or just some of it? I'm assuimng all would be but clarification wouldn't hurt a bit there.
All Craftable


2. Will the armorsmith need to be faction aligned to make that particular armor or will any armorsmith be able to make either sides aromor?
I think I read that yes this MIGHT be true, but I am not sure


3. Covert/overt to wear factional armor. I actually like the current system. Its kinda hard to be incognito when wearing Stormy armor LOL


4. How will these compare to other armor such as Comp, padded ubese and the specailty armors RIS, BH and Mando? Will they be just as good as, or slightly better or simply different?
All armor will be able to be similar, with some minor differences, think the composite system for crafting for all armor, you could make ubese with about the same stats, same for the rest


Will their be a follow up on weapon dmg types since you shared some tid-bits here?

1. What about melee weapons?

There is a melee damage type chart in with the rest on the second page (I posted a link above)











----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

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