Smuggler Archive

Thread: New Armor in CU can you say, cha-ching?!?!

Hartz
Fri Jan 21, 2005 11:02 pm
#1

Master smugglers will be quite the popular guys/gals once this new armor goes live wouldn't you say? (I'm gonna get a set of each imp armor for myself first though)



- I support the CURB, the Devs and the attempt to make SWG a better game! - You can too!
JiganSterling
Fri Jan 21, 2005 11:10 pm
#2

selling faction + Slicing = $$$$$$


now I just need to get a money bin big enough for all my credits....wonder if I can swim around in it (ala Scrooge MacDuck).





Jigan Sterling
Master Smuggler/Master Commando
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Captain of the Cha Faile
Proud member of The Syndicate
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www.thetribeclan.com


Mentski
Sat Jan 22, 2005 8:49 pm
#3

Duck Tales Reference = *****




Mentalla - Master Smuggler, Master Pilot, Master Cynic
Mentalla's Little Kashyyyk @ 1548, -4508, Jealhimet, Tatooine (Chimaera)

I swear, It's like talking to a brick wall round here....
JTGAlpha
Sat Jan 22, 2005 8:53 pm
#4

Yes. Yes I can. But I'm not going to. Nyah.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
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EnderUK
Sun Jan 23, 2005 5:10 am
#5

My guild mates have already hinted that they'l be wanting tto buy the faction off me. What about the faction I'll need? Luckly I know a good friend that's just become a master smuggler. Might have to get in touch with him about going into business



I too use to have a fancy sig, then it got pwned - Kenney Ender
lividspiral
Sun Jan 23, 2005 8:39 am
#6

i dont like the sound of this. it's hard enough to keep one set of armour in top condition. now it sounds like i have to maintain 3 to 7 sets of different armour. in the immortal words of charlie brown: "good grief"



O and A, xm 202: party rock !!

Phased out MCH.... Theyve nerfed my entire profession. now wt.f do i do? We play online games because we enjoy the immense level of detail and diverse options and the ability to do a near-infinite number of activitites and professions. with every balance more and more of our options are stripped away and the game is slimmed down and streamlined. its currently basically a bugged console game. if i wanted to play a console SW game, i would play the KOTOR series because the knights of the old republic games are fantastic. even lego SW for my son's gamecube is more enjoyable at this point.
MavriK512
Sun Jan 23, 2005 6:52 pm
#7



Nicolas_Frost wrote:
It looks to be based on playstyle, not that you'll need to tote about three sets of armor around.

Recon Armor- Great for light skirmishes, pure ranged combat, and against snipers(extrapolated from the "Focused Beam" form of damage), bad in close combat, melee combat, and against grenades(I doubt grenades will be allowed to be anything other than Mode 1)

Assault Armor- Great up close, exceptional in pure melee combat, drawn-out fights, close-quarters, and against grenades. Bad for pure ranged combat, and against Snipers.

Battle Armor- Your average armor. Good in most conditions, but with no exceptional advantages, it neither has any exceptional disadvantages. I can see most people in this due to sheer versitility.





ding ding ding

that's the way i understand it, also.



plus, there's always the option of not wearing armor at all.



Naco-Smuggler-Valcyn
Naogo Belau-Ranger/Creature Handler-Ahazi
Bravo12
Sun Jan 23, 2005 7:47 pm
#8

Well, I hope they at least keep the HAM on the armor consistent with its usefulness. I cant wear a full set of comp armor now without being fully buffed by a master doc and drinking vasarian brandy. I would like to see these new faction armor suits be fully in the hands of Armorsmiths that can create various HAM/resistance levels and add bio-enhancements and skill tapes and such. There may be alot of slicing work availablewhen the CURB is published- I need to find a reputable Master Armorsmith for a business deal soon!



____ Sergeant ___________________________________
IMPERIAL RANGER SPY
------------------------------------Treb Kenna-----

RebelKangaroo
Sun Jan 23, 2005 7:52 pm
#9



Bravo12 wrote:
Well, I hope they at least keep the HAM on the armor consistent with its usefulness. I cant wear a full set of comp armor now without being fully buffed by a master doc and drinking vasarian brandy. I would like to see these new faction armor suits be fully in the hands of Armorsmiths that can create various HAM/resistance levels and add bio-enhancements and skill tapes and such. There may be alot of slicing work available when the CURB is published - I need to find a reputable Master Armorsmith for a business deal soon!





The way I understood it is that the HAM isn't going to work the way it does now at all. I think we'll have to wait until we get to beta to actually figure out exactly what slicing the armor will be like.





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"A litte rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day"
-Calvin and Hobbes
Nicolas_Frost
Mon Jan 24, 2005 1:40 am
#10

It looks to be based on playstyle, not that you'll need to tote about three sets of armor around.

Recon Armor- Great for light skirmishes, pure ranged combat, and against snipers(extrapolated from the "Focused Beam" form of damage), bad in close combat, melee combat, and against grenades(I doubt grenades will be allowed to be anything other than Mode 1)

Assault Armor- Great up close, exceptional in pure melee combat, drawn-out fights, close-quarters, and against grenades. Bad for pure ranged combat, and against Snipers.

Battle Armor- Your average armor. Good in most conditions, but with no exceptional advantages, it neither has any exceptional disadvantages. I can see most people in this due to sheer versitility.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


Kelko
Mon Jan 24, 2005 3:21 am
#11






RebelKangaroo wrote:





Bravo12 wrote:

Well, I hope they at least keep the HAM on the armor consistent with its usefulness. I cant wear a full set of comp armor now without being fully buffed by a master doc and drinking vasarian brandy. I would like to see these new faction armor suits be fully in the hands of Armorsmiths that can create various HAM/resistance levels and add bio-enhancements and skill tapes and such. There may be alot of slicing work available when the CURB is published - I need to find a reputable Master Armorsmith for a business deal soon!







The way I understood it is that the HAM isn't going to work the way it does now at all. I think we'll have to wait until we get to beta to actually figure out exactly what slicing the armor will be like.




"Rather than reducing both drain and regeneration stats, it will now only reduce the relevant drain stat. We have also added four new hindrance types that will be mitigated by various profession skills. These hindrances will not be able to be altered during the crafting process and will remain a fixed value on the armor to maintain an overall balance. This will enable us to envision what level of armor we see everyone wearing at a specific stage of their advancement. A player will take full set armor hindrances for wearing any piece of armor of a particular type and the highest hindrance stat will take precedence. We wanted to ensure people do not try and beat the system by mixing and matching high and low hindrance items, hence why we added the rule about the highest hindrance value determining your overall hindrance level. Encumbrance to the drain stat however will remain cumulative for the total amount of pieces you actually wear. "


It sounds as if they are reworking the hinderances on the armor however if I understand the above there will still be hinderances based on armor, profession and level of profession. I think what they are trying to say above is that someone who is a novice will not be able to wear a full set of comp armor. Also no mixing and matching per se as you will take the highest level stat hinderance of the full set of whatever type your wearing even if you are wearing only one piece. Not sure if I like that last bit as my Smuggler only wears partial armor anyway, this means I will take the highest level stat hinderance for the full set even though I am wearing part of it. They also don't make it clear if thats per piece, or overall. I guess we'll find out more specifics during the beta.





SWG+PUB 19+CU+NGE = Crap
Nicolas_Frost
Mon Jan 24, 2005 3:35 am
#12

Since the specials for the CURB no longer drain HAM, but from a specials pool, what does this mean the drain stat will do? It sounds as if the hinderance wouldn't be very much. However, I have a guess.


Possibly, the drain stats in your HAM determine how much of the specials pool is used up for each special. While it likely won't mean you can max out your drain stats to be capable of say, spamming Health Shot 2; it would seem that you'll need to make choices in how you set your HAM up.


Perhaps, the drain stats, will be modified by the HAM costs of your weapon(or vice-versa). My guess would be using a Rifle with acharacter who has alow mind drain stat would mean your specials pool drains faster, like your HAM does now, but that there'd be no stat we could buff to increase the rate at which the specials pool regenerates.


This would mean unarmored buffed players could special a little more than armored buffed players, but not incredibly so.


If this is how its set up, I don't think I like the idea. Personally, I'd prefer the Specialssecondary stats to be hidden, and the encumberance of armor to go on HAM regeneration. Then, there'd be no more need for drain stats, because HAM is no longer spent on specials.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


Kelko
Mon Jan 24, 2005 3:54 am
#13






Nicolas_Frost wrote:

Since the specials for the CURB no longer drain HAM, but from a specials pool, what does this mean the drain stat will do? It sounds as if the hinderance wouldn't be very much. However, I have a guess.


Possibly, the drain stats in your HAM determine how much of the specials pool is used up for each special. While it likely won't mean you can max out your drain stats to be capable of say, spamming Health Shot 2; it would seem that you'll need to make choices in how you set your HAM up.


Perhaps, the drain stats, will be modified by the HAM costs of your weapon(or vice-versa). My guess would be using a Rifle with acharacter who has alow mind drain stat would mean your specials pool drains faster, like your HAM does now, but that there'd be no stat we could buff to increase the rate at which the specials pool regenerates.


This would mean unarmored buffed players could special a little more than armored buffed players, but not incredibly so.


If this is how its set up, I don't think I like the idea. Personally, I'd prefer the Specialssecondary stats to be hidden, and the encumberance of armor to go on HAM regeneration. Then, there'd be no more need for drain stats, because HAM is no longer spent on specials.





New HAM System



  • Separate special action costs from damage – no more dying from using your special actions!
  • Special action cost adjustments – more variety and tactics in gameplay, special actions now cost time instead of health.
  • Context sensitive abilities – Exciting new visual effects allow you to make tactical decisions based on changing situations – you can "see" what others are shooting you with while in combat.


I'm not sure about that, the devs have already come out and stated that the specials for weapons will no longer be integrated with the HAM. They are going to be timer based ( a seperate timer bar). This means that, depending on the special and weapon used, that you could only do say health shot 2 once every 1.2 seconds. This is also to prevent special stacking. Unless maybe they are working the armor in there in a way that affects the timer. Example, someone of the same level profession and weapon could possibly get off specials a little faster because he is not wearing a full set of armor.


I have to agree withyourlast paragraph though. It just seems to make sense that the hinderance would go against regen rates rather than stat drains. That seemed to be the whole purpose of the stat drains to begin with. Well at least it won't be affecting both in the future.





SWG+PUB 19+CU+NGE = Crap
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