Items And Loot Archive
Thread: CU Skill Tape Proposal
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Pug
Mon Apr 04, 2005 1:53 pm
#1
There is much concern over how existing skill tapes will be affected by the CU. From personal experience, I would love to be able to retrieve some skill tapes that would no longer apply to how I want to play the game post CU.
I would love to the following:
- Master Artisans gain a new schematic called Tape Retriever (or something cooler than that obviously).
- To use the Tape Retriever double-click on the TR and it opens the "contents" of that TR.
- Place any any item (one at a time)with tapes in it that has never been TR'd before.
- Select Retrieve Tapes from the radial menu of the TR.
- For each tape that was put into the item, it would pop out the tape into your inventory. In the case for broken skill tapes that don't apply post CU, it would prompt you for a closely related mod.
- The tapes and the item would be marked as TR'd so they could not be TR'd again.
- TR'd tapes could not be be applied to non-TR'd items.
What does this do for us?
- It allows for tapes we no longer wish to use to be sold off to those that wish to use them.
- It still means you can only use a tape once. Tapes could not be continually popped out and put into new equipment because it can only be done once.
- Not be able to put TR'd tapes into non-TR'd items would generally force the TR'ing of all legacy items in the game.
- Tapes that are broken have the opportunity to be fixed.
- Players are happy.

Let me know what you think of this system. There are most likely flaws with my proposal.
Message Edited by Pug on 04-04-2005 02:00 PM
Mike_C
Mon Apr 04, 2005 2:51 pm
#2
Sounds good witha fewexception.
1. Screw the not being able to put it into "non-TRed" items (whatever that might be). If I bought a new shirt right before the CU, why shouldn't I be able to put a CA into one of its sockets.
2. What do you do about modded clothing?
3. (only tangentially related) What do you do with crafted items that have DoTs built in? The Modified Republic Blaster for example? There are a lot of these schematics floating around out there that haven't been build yet. They need to have something else done to them to make them special.
Pug
Mon Apr 04, 2005 3:29 pm
#3
Mike_C wrote:
Sounds good witha fewexception.
1. Screw the not being able to put it into "non-TRed" items (whatever that might be). If I bought a new shirt right before the CU, why shouldn't I be able to put a CA into one of its sockets.
If this was allowed, then you could pop out a tape and put it into a new pre-CU item (if you had a bunch in waiting) indefinitely. I think this should be disallowed. I think there should be a commitment involved when applying a tape. The only reason to allow removing them this one time is because the CU is changing the fundamentals of what a profession's role is.
2. What do you do about modded clothing?
Mods built into clothing are tracked separately than mods granted by attaching a tape. This all assumes that the database has historical data on what tapes were applied to an item. i.e. Mods built into clothing stay the same when they're taken out of the TR tool. They just don't have any of the tape mods.
3. (only tangentially related) What do you do with crafted items that have DoTs built in? The Modified Republic Blaster for example? There are a lot of these schematics floating around out there that haven't been build yet. They need to have something else done to them to make them special.
My understanding is that DoT weapons will have theri DoT strength applied (via some formula) to the regulard damage of the weapon to compensate. This is just going off of a Dev post I saw on the Dev Tracker.
Message Edited by Pug on 04-04-2005 03:35 PM
AlexPKeaton
Mon Apr 04, 2005 6:19 pm
#4
I see what you're saying here and it makes a lot of sense.I myself am in the same situation of having some nice Mods in clothing/armor I wont be able to wear after the CU.There are a few things that I would change with what you are suggesting though.
1)This reallyshouldn't apply to general clothing items other than Ubese Shirts, Ubese Bandos, and Mabari and Padded Belts, all of which are considered armor although they are clothing items. If the item is a piece of clothing that anyone can still wear after the CU then there isn't any reason you should be able to remove the attachments.
2) During the Item conversion in the CU all obsolete mods should be converted to the closest related mod. This will ensure that if it was something that was useful before then it will be useful after.
3) There doesn't need to be any item to remove the mods. During the Jedi Revamp all lightsabers were given a "Deconstruct" option to retrieve the valuable Crystals and Pearls used in them. The same thing could be done here. For each piece of Clothing/Armor that would apply there could just be a "Retrieve Skill Mods" option that would allow the mods to be removed into the appropriate attachments.
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