Items And Loot Archive
Thread: SUGGESTION on attachments
Carason wrote:
I thought about this here for a while, and came up with an idea...whether it's good or not, I'm sure is up to your own opinions.
Being able to remove AAs and CAs should not be an easy process... it should carry some risk. If that were to be the case, it would make sense that a Master Armorsmith should be best at removing Armor Attachments, and a Tailor should be best at removing Clothing Attachments. If the "Extraction Tool" was used by anyone else, it could still work, but runa greater riskof damaging either the attachment (lowering the mod value) or damaging the armor/clothing (lowering the condition/resists). In a way, this should be how clothing/armor/weapon repair kits should generally work,although, I haven't noticed a difference between repairing a piece of armor whether I'm on my Master Armorsmith character, or my Ranger (/shrug).
Both the "Chance of Perfect Extraction" and the "Amount of Damage" for a "fail" could be calculated as a combination of the crafter's Assembly Mod Skill (AMS)and the effective %of the removal tool. A possible formula for Chance of Perfect Extraction could be something like (50+(AMS/4.5)+(Eff%/5)). The amount of damage would be 1-Chance For Perfect Extraction.
Examples:
Assembly SkillEff% of ToolSuccessful Extraction % Damage % Amount
125 (cap) 9997.57% 2.43%
100 (Master) 99 92.02% 7.98%
100 (Master) 70 86.22% 13.78%
0(non-crafter)99 69.80% 31.20%
0 (non-crafter) 50 60.00% 40.00%
I'm sure that there are other options out there, but... this is just my 2 credits worth.
Carason
Master Armorsmith
Corbantis - Theed, Naboo
that sounds like a good idea.. but i think they should do the same for those armor/weapon repair tools.. armorsmiths have the same chance to screw it up as any average joe? thats stupid. i think this idea should be implemented to the repair of armor and weapons
LethalSilence wrote:
Hey devs im sure you guys have already had suggestions on this but i would like to suggest it again.
I think you should be able to remove Armor/Clothing Attachments from clothing/armor. This would make it so people would not need to use the pre-nerf bandoliers/belts... and there would be a reason to actually put attachments into armor instead of them just being wasted.
This would depreciate and lower the price of all attachments and everyone would probably have maxed stats if you could just remove and add as you want. I think Artisans should be able to make a Kit to remove attachments. This kit would have to require a lot of rare resources, so these things would cost a lot of money, this way it is harder to attain one, but at least there is a way to remove attachments.
Message Edited by LethalSilence on 02-13-2005 10:35 AM
I like this idea, especially considering that armor is being changed for the CU/R/B.
LethalSilence wrote:
Hey devs im sure you guys have already had suggestions on this but i would like to suggest it again.
I think you should be able to remove Armor/Clothing Attachments from clothing/armor. This would make it so people would not need to use the pre-nerf bandoliers/belts... and there would be a reason to actually put attachments into armor instead of them just being wasted.
This would depreciate and lower the price of all attachments and everyone would probably have maxed stats if you could just remove and add as you want. I think Artisans should be able to make a Kit to remove attachments. This kit would have to require a lot of rare resources, so these things would cost a lot of money, this way it is harder to attain one, but at least there is a way to remove attachments.
Message Edited by LethalSilence on 02-13-2005 10:35 AM
While I took a vacation off the game a couple months ago, I played a differant one (not namingthis game)to try it out. They had something similar to this called "Spellbinding" Where a spellbinder could "rip" a spell off of a looted item and put it into a Totem. Then they could sell this totem to someone and you can insert it into a differant item. So, in a way it was like pulling a mod off of a weapon and being able to stick it on a blank skill tape and use it for a differant weapon. Very cool idea.
I'd love to see something like this implemented. I've seen blank skill tapes/armor attachments and thought about how cool it would be. Especially if someone would find a nice pike and be able to rip the mod off of it to add to a VK or perhaps a rifle. Maybe implement a weapon attachment idea that does this. Only allow weaponsmiths to pull from weapons and the same with tailors for clothing. Make it something a bit more difficult and have you only be able to loot the blank attachments off of something. Would make an interesting twist.
Very cool suggestion LethalSilence. Didnt want to step on toes.. but thought I'd add to what you stated.