Tailor Archive
Thread: Let's Talk About: Tailoring Experimentation
Are you in favor of tailoring experimentation?
Yes I am.
What benefits would/should tailoring experimentation provide?
Tailoring experimentation should provide better durability. Experimentation therefore may allow a piece of clothing to have 3000/3000 condition as to the usual 1000/1000 condition. Clothes at 0/1000 condition should be unwearable. As of right now, clothes with 0 condition are still wearable, which makes the decay of the clothes kind of unimportant because like Smi said, clothes are mostly about looks.
What detriments would/could tailoring experimentation inflict?
I don't see any. Surely with experimentation, clothes would take longer to make, but I believe crafting is supposed to take time, just like armor, weapons, BE creatures / tissues, etc.
kegboy wrote:
I would LOVE to see item destruction at 0/100 it would give us a whole new market from all the arour wearers who have BE undershirts that get destroyed when they don't insure it.
TheNola wrote:
kegboy wrote:
I would LOVE to see item destruction at 0/100 it would give us a whole new market from all the arour wearers who have BE undershirts that get destroyed when they don't insure it.
I would only like items at 0/100 to be non-equippable, but not self-destruct... as many people like to put useless clothing as a decoration at home.
That would fix the BE clothing problem too. As of right now, BE clothing (as well as any other piece of clothing) are still wearable at 0 condition. If 0 condition clothing were not equippable though, the 0 conditioned BE clothing would not beequpped and therefore, its skill mod would not apply
It tops my list of things i'd like to see in the game. I wrote this in another thread and think it may be a viable way to use experimentation.
"I wouldn't care if the inital effect was resource based, metals which have a high heat or cold resistance used in an item could potentially transfer that into protection via experimentation. Same goes for decay resist in hides and such, through experimentation we could raise the condition of those precious BE mod/skilltape loaded items."
I also strongly beleive that if an, item get's to 0/condition it should not be equipable and if enhanced the mods not work. Therefore incentive to experiment for higher condition especially on items that are of greater value.
Syzygy-Gorath wrote:
(For n'Jessi's sanity)
The newly added Wookiee armor component requires experimentation relying on reqource qualities. This is a change from how tailoring has worked for a while now, and how many of us are accustomed to tailoring.
- Are you in favor of tailoring experimentation?
I am not sure anymore. I used to think it would be a great idea, but I don't know about that anymore. My experience as a bioengineer making tissues is changing my mind. Without the help of a very good guild and close friends, there is no way I could get the materials to make good tissues. Because some of the other classes make a lot more money, the prices for resources has gone above 100cpu in many cases and I would literally have to spend millions on resources. It would be hard to even begin. At this point I am afraid if they added experimenation, the older and more established tailors would continue to dominate the market and the newer tailors would struggle for resources or become professional miners and scouts. I think it is simply too late for that.
These parts in red are revisions now that I have heard some more ideas. I think that experimenation can probably work if the important qualities of the resources we need don't overlap with the other crafting classes so much. That would make it so we could get resources if we put an effort for it and competition would be betweeen tailors, not tailors and other classes.
- What benefits would/should tailoring experimentation provide?
I think that if they added it, it would have to be for durability. Anything more than that would basically make how good of a tailor you are directly proportional to your bank account.
The durability experimentation should be simple, I think. Just give us use based decay on clothing and make the durability a modifier which makes that decay slower.
- What detriments would/could tailoring experimentation inflict?
I mentioned most of them above.
One detriment that I can think of that I did not mention above is how much time it takes. Simple one-line experimentation is great, but since I have to make each individual piece of clothing, I don't want to have to worry about experimenting on multiple things.
Message Edited by Gyopi on 03-27-2004 04:48 PM
Crudson wrote:
Don't forget that any experimentation on clothing will never be as crucial or demanded as with other professions. Clothing will still be principally about the look.
After seeing how many people have thought that the sign of good quality is having 4 sockets lately, I am not sure this is true. ![]()
Syzygy-Gorath wrote:
One nit-pick: items should never self-destruct, simply become non-equippable. If an article of clothing given to me by someone very dear disappeared at 0/* condition I'd be very upset…even if I could only keep it in the bank and glance at the icon…well, you get the idea.
Crudson wrote:
Existing clothing should be grandfathered in to be grind-quality I expect. If it was set to be anything higher, loads of items could be made with junk in preparation of the change and have a higher durability with the same resources.
I have to agree. As much as I would hate to see lots of poor quality clothing with my name on it, that is all that anyone could do.
- Are you in favor of tailoring experimentation?
- What benefits would/should tailoring experimentation provide?
- What detriments would/could tailoring experimentation inflict?
Are you in favor of tailoring experimentation?
I am in favour of experimentation. However, there has to be a benefit to cost when considering this. WHAT can we do to clothing to experiment on it? Increase the durability? Right now it doesn't matter. You lose a percentage of the durability and when it hits 0%, it is still usable. If they fixed this to be an amount based on 1000 as standard, and we lost 10 or 50 durability based on insurance, then increasing the durability would definately be a benefit. Change it to be unequipable at 0 condition and now it's more interesting.
How about make some of the sockets interchangable? or stackable? Can the skill tapes be removed on a better piece of clothing? Could we actually make alterations to them? Maybe we could change hem length and necklines, as well as patches and decals and stripes and textures? Can we increase the BE components? Could we make some wearable with armour? (ie. infiltrator pants underneath armoured leggings)
Could some clothing provide certification in weapons, grant other skills not available currently? Can we alter HAM usage due to good clothes? (The clothes make the man) Or npc's might respond differently to a better dressed person. Shoes that could gain a few points of terrain negotiation, gloves that add steady aim bonus, a duster that adds to underworld skill, infiltrator suit that makes you switch targets (you lost his positioning) Hats that can change appearance, clothes that allow you to change your profession tag, name, or gcw affiliationto go incognito and act the spy.
We could have clothes that give us access to areas inaccessible before.... provide benefits to camouflage, or prevent hostile environments (when new planets are added)
The main problem with experimentation is that the devs have no ability to add these in right now. To gain experimentation is probably going to demand a full class change, like the chef.
- Are you in favor of tailoring experimentation?
NO
- What benefits would/should tailoring experimentation provide?
Only make more space in backpacks and more sockets, more condtion but only once a different decay is in the one now take away 5% or 1% depending.
poeple would get bugger about how many sockets and backpack would have ungodly prices
- What detriments would/could tailoring experimentation inflict?
Message Edited by DrakeWindwalker on 03-26-2004 05:39 AM