Tailor Archive
Thread: Poll: what sort of BE improvements would you like to see?
I'm just going to answer number three because of now I don't really make Bio clothes so I don't really know of any of the problems with them.
3. What additional tissues would you like to see? Why those tissues?
Terrain Negotiation (PLEASE!!!)
Poison/Disease Defence
Dizzy/KD Defence
That's about all I can think of now, at least that my friends and I have thought of. And yes these better compete with skill tapes since this game is supposed to reward crafters not loot campers.
ArthurDentOnBria wrote:
3. What additional tissues would you like to see? Why those tissues?
surveying bonus
artisan experimentation
terrain negotiation
slicing bonus (for smugglers)
combat medicine effectiveness (cm equivalent of the current doctor healing bonuses)
something for squad leaders (dunno what)
droid tracking/speed (bounty hunters)
battle fatigue/mind buffingbonuses
seperate tissues for poison, disease, knockdown, blind, dizzy defense
And let's not forget BE experimentation. ![]()
Well, I didn't dare suggest experimentation (other than at the artisan level) cause I was afraid it would get instantly dismissed as "imbalanced". Just like all the "speed, damage, accuracy" type combat stuff, but who knows, I wouldn't complain one bit if they put that stuff in
Tushai wrote:
And let's not forget BE experimentation.
NJ62 wrote:
1. Do you find the current system of Synth cloth/rfp enhancing problematic? What are the specific problems? Not really - although it could be improved
2. How would you fix the current synth cloth/rfp system? Allow for a more versitle/varied/larger selection for BE'd Clothing
a. How would game balance be affected by this? Would need to modify tailor schematics
b. How would clothing choices be affected? Well, the customer would have more choices.
3. What additional tissues would you like to see? Why those tissues? hmmm.. maybe def vs poison, or reduction of dot damage, PvP is ruled by dots, and SOE are making changes to reduce the severity ofdot damage, so maybe some def vs dot, or def vs poison items would further this aim.
a. To which panels would you add those tissues? Not bothered
b. How would that affect combat balance? Crafting balance? Reduce severity of CMdot's (poision/disease)and Pikeman dots (bleed/fire/poision/disease).
c. Would all professions be fairly represented? CM's and Pikemen wouldn't like it lol.. so if implimented (sp?) other profs could take a stronger role in pvp.
d. Would these compete too heavily with skill tapes? No, currently the only posion resistence items are aukaun robes/belts and it is contraversial as to whether these items have any effect on a player's skill mods.
Feel free to add anything you think is important. I think that BE clothing will have a lot to do wtih the CB, and as such I want to have a good detailed summary of what we want to see before the correspondent summit. (And if the BE's have a list, please linkie it up for me. I'll try to have a chat with NancyJ before the summit so we're all on the same page.)
Message Edited by verticalis on 08-06-2004 01:05 AM
Message Edited by MayRee on 08-05-2004 10:32 AM
Vorpaks wrote:
I think scouts/rangers would like a +harvesting mod tissue. The maskscent/camo ones are okay, but I think most people worry more about harvesting.
I wholeheartedly second this nomination
2. How would you fix the current synth cloth/rfp system?
a. How would game balance be affected by this?
I don't think it would be affected.
b. How would clothing choices be affected?
It would help more choices in shirts.
3. What additional tissues would you like to see? Why those tissues?
a. To which panels would you add those tissues?
Ranged Defense/with Blind -RFP
Dizzy-RFP
BE Dna/mask scent-RFP
Creature Harvesting-RFP
Milking Bouns-SC
Danceing Battle Fatigue/Music Battle Fatigue-SC
b. How would that affect combat balance? Crafting balance?
I really don't think we should get any type of Expermintation or assembly. That would be unbalanced. Those skill tapes are rare and they should be. Tho I wish they would add them more to mobs then boxes. I don't think we need Disease or Posion ones that might take away from the docs and their new buffs. Fire...umm i don't know Commandos are gimped enough as it is. I also don't think we need any type of weapon speed or accurcy because that would create a wide imbalance. I say leave those to skill tapes. I think they really need to add BE exp and assmbly to the skill tape cirulation.
c. Would all professions be fairly represented?
I was trying to think of each profession. We already habe melee so i think we need some ranged. and a wide varity of state reduction ie. blind dizzy ect I don't think we need knockdown that would go to far into someprofs and make it umbalanceing.
d. Would these compete too heavily with skill tapes?
I don't think so. I think it would add more varity.
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Some other people had some really good ideas. Some didn't really think it all they way around the ideas they had. That is what i think. I might think of new enhnacers but right now this is all I can come up with.
To sleep with me!
and put 2x +15/15 Injury/Wound treatment tissues in the 2nd SC socket, and +15/15 tamining it would come out to
+25/25 Injury/Wound, +15 Tamining.
Also, there is no way to stack RFPs in a single article of clothing since none have more than 1 slot for RFPs, so I would like
to see some clothing have some sockets for RFPs.
Or if we are going the route to where each article of clothing has a slot of tissues that would be cool, but we better beable to
add more than 1 SC or RFP.
Please give us a shirt that dosn't require 6 SCs... lol I used a crate 1/2 to get 4 sockets on my wooly med shirt. Luckily it took
only 2 experiments to get 4 sockets on my tamining wooly shirts.
I don't overcharge customers on BE Clothing, I make 120% profit and still am one of the cheapest on my server.