Tailor Archive
Thread: Making Lemonade
I like the idea of tailor experimentation being able to amplify the effect of bioengineered components and skill enhancement slots. Then again, I'm a tailor/BE, so that may be a little self-serving ![]()
On that same note, we could have clothing effects that don't manifest when worn alone, but which augment armor (or reduce HAM penalties perhaps) when worn beneath it. That gives us a new market that makes the amorcrafters' wares more valuable -- win/win.
I think belts and bandoliers should definitely be a storage alternative to packs. Packs are cool, but there are some outfits they just don't work with. In all cases, experimentation should have some impact on storage space, and items in higher tiers should start with a higher base for this.
You've got some great suggestions, folks, even the ones that don't directly relate to experimentation. I hope the powers that be are taking notes.
Well, bandoliers and some belts were supposed to BE backpacks - that's why they require cargo pockets, and why you can't wear a bandolier and a backpack together (least from what I gathered in beta).
Why these don't work this way - I don't know. Why cargo pockets don't function as small containers (which we really need) I don't know.
YukonSam wrote:
On that same note, we could have clothing effects that don't manifest when worn alone, but which augment armor (or reduce HAM penalties perhaps) when worn beneath it. That gives us a new market that makes the amorcrafters' wares more valuable -- win/win.
Intreseting idea, but there is something that you have to take into account. Correct me if I'm wrong, but the only clothing you can wear under armor is a shirt right? If this is the case either you would have to have very large modifiers on a single shirt, or the effectwould probably not be worth the effort (both for the programmers or the players) and it's quite likely that most players won't even notice it.
I may be the only one that doesn't like the first case, but here are my reasons. IMHO, the basic premise of the armor system is sound, especially for a game in this setting. Armor is not a panacea, it is rather situational and requires informed choices about what you wear and when. While I'm not opposed to some HAM modifiers, they shouldn't completely remove the forethought required to use armor effectively.
Furthermore, I feel that several different clothes, worn at the same time,that offer a small maximium modifer (i.e. a 5% reduction in HAM penalties) is far preferable to a single item with large modifiers (+25% reduction). If there are several items, players who couldn't afford to get all the clothes could still get some benifit. If it's just one item, it's much more likely to be an all or nothing situation, depending on the ratio of high level to low level tailors on your server.
I think belts and bandoliers should definitely be a storage alternative to packs. Packs are cool, but there are some outfits they just don't work with. In all cases, experimentation should have some impact on storage space, and items in higher tiers should start with a higher base for this.
Belts with storagewould be nice, but since they can already be worn with a backpack I wouldn't hold your breath. Not trying to be critical here, but if they are searching for ways to decrease the number of items I doubt they would let us have two inventory increasing items wearable at the same time. However, since bandoliers can't be worn with backpacks there might be hope for that. Of course, bandoliers are really intended for holding ammunition (which doesn't exisist as an item for most weapons), but I'm sure they can over-look that. Perhaps bandoliers could hold less than a backpack, for instance 25 items. That would net 24 additional items in your inventory.
My vote would have to go to the coloring issue. That way we could actually make complete matching outfits.
With experimentation you could get all of your current colors available on all objects. instead of hey this (insert color) isn't available on my jacket but my pants and shirt can have it. WIth good experimentation you could get that color on the jacket. Allowing you to charge more for being able to make full matching sets.
Sojourner wrote:
Intreseting idea, but there is something that you have to take into account. Correct me if I'm wrong, but the only clothing you can wear under armor is a shirt right?
Truthfully, I'm not sure. There are some items you SHOULD be able to wear under armor, such as skinsuits and infiltrator leggings, that aren't shirts. It should be fairly easy to add stockings and tight gloves to the list, if need be.
All of these can have bioengineer and skill enhancement sockets, but I'd love to see some property, subject to experimentation, that works inconcert with armor to enhance its effectiveness -- if not HAM penalty reduction, then something equally desirable for armor wearers. Granted, this would have to be fairly subtle so as not to create new balance issues with armor, but there is a market for any bonus that might provide the slightest edge in combat.
Belts with storagewould be nice, but since they can already be worn with a backpack I wouldn't hold your breath. Not trying to be critical here, but if they are searching for ways to decrease the number of items I doubt they would let us have two inventory increasing items wearable at the same time. However, since bandoliers can't be worn with backpacks there might be hope for that. Of course, bandoliers are really intended for holding ammunition (which doesn't exisist as an item for most weapons), but I'm sure they can over-look that. Perhaps bandoliers could hold less than a backpack, for instance 25 items. That would net 24 additional items in your inventory.
I don't know if many people would forsake a pack if a bandolier held less, unless they could make up the difference with a belt. Given that personal storage is pretty abstract to begin with (is that a private crafting station in your pack or are you just happy to see me), I don't see much trouble with giving the banolier as much storage as a pack.
Side note: wearable containers should be a subcategory of clothing on the bazaar and on vendors.