Tailor Archive

Thread: You Tailor's and us Bio Engineers

jknapow
Fri Jul 25, 2003 1:03 pm
#1

Good question,


Obviously the answer is to have uber stats in factory produced qtys. Higher level (skill III and IVs) in Tailor require factory produced panels as well. In my limited exposure (Field III) they typically require 2 identical panels, and 1 other panel (2 identeical RF Panels + 1 Synthetic panel, plust other resources).


If BE cloths were intended to be non-manufacturable and it is not a /bug, then it seems like the DEVs made the decision that only one or twoenhancement per item of clothing, and no enahncements to Armour. --i.e. if armour could add same Stat boosts as clotihng then the obvious choice for min/maxer is armour.


I of course would like to see the ability to produce BE enhanced panels in crates -- just less tedious to make custom clothing, and a whole lot quicker pulling items from crates -- as well as individual ones for the special craft.


I am alittle confused on the question -- why wouldn't you be able to make factory crates of uber stats if you could hand craft uber stats...is it a question of the qty of resources needed? or are you trying to pose a suggestion to the DEVs to possibly fix the factory issue with BE items?


Doupe


Also Velveeta had a post regarding this topic, I think she mentioned if BE cloths were factory producable she would be able to craft +45 uberstat clothing in some of the Level 4 skill boxes...

Dahjiel
Fri Jul 25, 2003 1:18 pm
#2

Well, I just was looking for further opinion from the folks who will be using our stuff. There is a big debate whether the factory not being usable for BE's is a /bug or feature. Regardless of that, I was asking the question from a game balance standpoint. My opinion on the matter is if mass quanties of high quality tissues and treatments can be factory produced, then these will all go into manufacturing of panels for the armorsmiths and essentially destroy any reason a single person would want to wear clothes. For goodness sake, if myoflex treatment can be added to armor to provideentertainers the same boost they get from myoflex in clothes, what is the purpose of even having clothes then? Besides RP


However, I am not a Tailor and I have no idea what your market is like with the Armorsmiths. Just looking for opinions and comments from a Tailor's point of view.


Thanks




Tagit Kraitea
Mater Bio Engineer-Corbantis
Master Sergeant, Imperial Army Engineer Corps
Anabelle
Fri Jul 25, 2003 2:00 pm
#3

Why would a dancer wear armor? I mean I guess some out there might, but.. the thought seems weird to me.


Clothes, especially high level clothes, use factory produced cloths as well as armor. Infiltrator suits use 6 identical panels, imagine the bonus you could get if you could use BE panels in that. I see mass produced BE components as giving people a good reason to hang up there armor and wear clothes instead.





Zolus Couture
Erinyes Zolus, Master Tailor, Starsider
Zolus Couture is located on Rori at 3820, -6380, Just outside of the Rebel Outpost



Dahjiel
Fri Jul 25, 2003 3:38 pm
#4

Thanks Anabelle. That is the kind of info I am looking for since I have no idea what Tailor's can make and what components need to go into them. It seems that you do need to create identical panels which means BE's need to be able to create identical cloth treatments so you can make those panels.


Is that correct?




Tagit Kraitea
Mater Bio Engineer-Corbantis
Master Sergeant, Imperial Army Engineer Corps
-SanGreal-
Fri Jul 25, 2003 4:26 pm
#5

The stats max out at +25 anyway, so I cant imagine why BEs wouldn't be able to use factories. If they didn't max on the other hand....Some of the master lekku wraps use 9 factory synthetic cloth



---
Sulaxe -- Kettemoor -- Master Swordsman/Master Brawler
Sangreal -- Chilastra -- Master Tailor/Master Armorsmith
Exalus -- Kettemoor - Master Weaponsmith/Master Smuggler
UID < 500 Club
"Looking forward, we think there are three major systems that we need to address before we launch into Space: Combat Balance, the Jedi System, and the Galactic Civil War." -- Gary Gattis
Dahjiel
Sat Jul 26, 2003 12:50 am
#6

Just a question: Which would you rather see for Bio Engineers?


The ability to use factory and mass produce lower quality tissue and cloth treatment that can then be identical in factory crates or high quality treatments that would rarely, if ever be identical. I see the choice a being between our treatments and tissues being used to make panels for the armorsmiths, thereby creating "uber" armor vs. limiting the ability of tissues being used in armor and tailors able to make "uber" clothes?


What shall it be, uber armor or uber clothes?




Tagit Kraitea
Mater Bio Engineer-Corbantis
Master Sergeant, Imperial Army Engineer Corps
Fayfe
Sat Jul 26, 2003 6:10 am
#7

For goodness sake, if myoflex treatment can be added to armor to provideentertainers the same boost they get from myoflex in clothes, what is the purpose of even having clothes then? Besides RP


This is an important point, if the dev change it so we can make Factory made cloths/panels with BE components. Tailors would lose the edge over Armoursmiths as they will then alsobe able to make their armous using cloths bought of a tailor with all the benefits of BE adds.....


Entertainers, was perhaps not a good example as they would never use armour, but what about all those converted combat characters who are investing in clothing with plus to skills over armour, when they can get their armour AND the skill adds?


Orkomage
Sat Jul 26, 2003 7:33 am
#8

and the encumbrance. =)



--Jewel

-SanGreal-
Sat Jul 26, 2003 10:00 am
#9

Well the problem in my mind is that moast the Master Tailor items are targeted towards entertainers, and none of them can be made with myoflex treatment.



---
Sulaxe -- Kettemoor -- Master Swordsman/Master Brawler
Sangreal -- Chilastra -- Master Tailor/Master Armorsmith
Exalus -- Kettemoor - Master Weaponsmith/Master Smuggler
UID < 500 Club
"Looking forward, we think there are three major systems that we need to address before we launch into Space: Combat Balance, the Jedi System, and the Galactic Civil War." -- Gary Gattis
Trankuility
Sat Jul 26, 2003 10:41 am
#10

You're looking at this wrong. People will ALWAYS want to wear clothes. Look at the current stituation. Currently, for the most part, clothes offer no stats. Armor offer protection. While armor and weapons outsell clothes, clothes still sell. Clothes don't have ANY stats and they still sell. If the time comes that both armor and clothe get stat boosts it will be the same it is now. Actually, better.


It is a given that people like individuality and standing out. You can't do that with armor. There aren't that many types in comparison to clothes. No, the only thing that will cause a real glut in Tailor items is non-degradation.





::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Mokilok - Master Tailor
Mokilok's Underground Apparel
North of Coronet at -587 -3484
*A proud member of I-CORP
Dahjiel
Sat Jul 26, 2003 6:35 pm
#11

Thats a good point Trankuility. I do see that some ppl will continue to wear clothes. But the bottom line is, as a combantant, especially if you are heavy with PvP or PvE armor is a requirement. I have been testing this, went one week with just my clothes and I have never been killed more times in the month since release. Yes, clothes are nice for show and RP'ing, but they are useless if you are to be combat.


My personal opinion was that allowing these cloths with treatments being used in aromor would greatly decrease your market for these items. Because, as anybody who has ever done heavy combat knows, the encumbrance that armor gives you is not that much of a worry when weighed against the protection armor gives you. Now, when my BE components are fixed and work, I will be pursuing having these treatments added to cloth for making armor. I want my armor to prevent bleeding, increase my cover skill and help reduce health damage with the addition of BE components.


I will probably still wear clothes on my torso rather than chest plate and a hat rather than a helmet, but that is all. And as it is now, that is all I will ever need, because my clothes are not degrading. They have been 100/100 since I've bought them three weeks ago.


It looks like the tally from my bank account has been Tailor +1000 credits and Armorsmith +35,000 credits in the first month for me.




Tagit Kraitea
Mater Bio Engineer-Corbantis
Master Sergeant, Imperial Army Engineer Corps
jknapow
Mon Jul 28, 2003 11:26 am
#12

Sorry Dahjiel,



re reading my original post confused myself..lol...This is probably more babble, but some observations of mine to fuel further nerf bats.):


My understanding of armoursmiths and making armour is that they use a fraction of the factory produced panles that a LV4 Tailor item would use. (This is an assumption)


What I have seen in game is that those combatants that participate in non-hunting combat will wear armour regardless of the bonus's I can add to the clothings. Those who hunt choose clothing. not sure why.


Also these are the BE components I have seen, and these are the componentsI can make from them:


Myoflex cloth and bio-sensors- used in synthetic cloths (dancer stats and med stats)


visual and scent cammo - used in reinforced panels (take cover and mask scent stats)


I beleive the enhanced versions of these will follow suit. Note this are best for Hunters Medics and dancers, and their elite classes.


Armourer smiths chime in here -- I beleive the advanced armours require RF Panels and the lower armour requires synthetic cloths or fiberplast panels (no enhancements allowed in fpanels)



Datapoints:


So for what I am seeing in the Tailor Tree -- Wookie clothing can uber up with non-factory produce synthetic panels. (juice dance or med stats pretty quickly with just a wookie sage hood from formal III --4 synth panels) I have also seen a couple wookie items that take 1 RFpanel. I haven't seen scematics for Field IV or any casual lines yet)


Many mid-ranged formal and field can take 1 synthetic panel (non-factory) or 1 RF panel (non-factory)


Armour requires factory produced.


As BE move up the chain the get better stat enhancers to add to clothing.


high level Tailor clothing requires mostly factory produced panels with the occasionaly non-fact panels to allow for an enhancement.


\Conclusions\


Todays game system: tailors can make pretty good stats for wookies, and nice stats for players, armoursmiths must use the skill attachments that are found to offer stats boosts. I have had few of my Bounty Hunters friends give me that I cannot use. As I get better goods from my BEs I can start to make 'outfits' with 10s type stats for most players (pants, undershirt, and jacket combos), pus up to 4 sockets per item for skill attachments of the players choosing.



Changing system to add factory BE: tailors can make superUber clothing with 4 sockets per item to boot. Armoursmiths can add some skill enhancements, though the skills are limited to the BE enhancements.(this imho unbalance the game. If I could turn a marksmen into thesame type of healer as amedic with clothing the entiregame system could tilt)



In either case I still think the Master Tailor cranking 4 sockets items with no-stats, good-stats, or uber-stats still win out over the armoursmiths, or at least compete with. Everybody who walks into my shop says I am sick of looking like a clone (aka stormtrooper), what do you have for me. i f I can throw enough med stats in the mix so when they are camped they can heal quicker even better. hunters love the cover and scents, dancers like the wnd heals)



So my point of my original post (Ill post again to hit the point of thispost once i figure it out lol) was that factory produced uberstats would be nice, I am not worried about competition from armoursmiths, totatly different makets, though a small grey overlap area in the middle that does not concern me). After a week of game play, and some experimentation, it looks as if the DEVs thought this one through a bit. And if the +25 bonus to stats is truely a limit. things are fine as they are imho, reserving the right to change mind after another month of game play.



With that said it would be convient to mass produce panels, so to the point of your original question uber BE with no factory or small BE stats with factory?



Changing to the later would impact to many game systems and game balance issues that the DEVs will probably not even consider it. It looks like a ton of thought was put into the current system from a macro level.



Doupe





Jedi-Matron
Mon Jul 28, 2003 1:32 pm
#13

I see 2 major problems with BE stuff.



1)One, they can't make factory identical parts that I can put in my factory synth cloth basically halving the options of what I can put BE skill mods into. So for the dancing/music wound healing and the medic bonuses I'm limited to basically lvl II clothing and below, and then ONLY items that take sythetic cloth. This means a dancer has 2-3 very low lvl outfits she/he can wear, and a medic has basically3 shirts, 1 jacket and a couple of pants to choose from out of my WHOLE selection. This is pretty sad. I don't think a master dancer is going to pass up her master level gown for a sleevess dress just to get +7 to dancing wound healing which is just one skill box more when she/he already can heal BF in under 4 minutes.



2) BE components are terribly terribly bugged, as well as socketed items. I don't even bother making the modded bonuses from BE's anymore for the simple reason, if you log out with that cloting on and come back you lose all the bonuses, in the worst case you take a penalty when you take that clothing off.



Also it would be very nice if you could examine the BE component and it tells you right there if it goes into synth cloth, or reinforced fiber panels. The trial and error method is silly at best.

Page 1 of 2
Previous Next