Tailor Archive

Thread: Revised Draft of Combat Balance Summit Document

NJ62
Thu Aug 19, 2004 9:05 am
#14


RandDarkstar wrote:
If you make a rude gesture, spit at or something like this to a trooper in a city, he's going to act and do nasty things to you. That means a stiff fine and being attacked most likely. What if wearing undies in combat (to avoid decay) is dangerous around these people for the same reason. They'll fine you for indecency, or attack you, or both.
Having clothes that are 1% resist, light armour is FAR more advantageous than undies, even if it decays to nothing in one or two shots, because it will certainly keep you alive a little bit longer. And people going out in a sandstorm on tatooine in their undies are just asking to have their skin removed ...





I love that idea of stormtroopers fining you for indecency! It's been brought up before and I can bring it up again.

However, last time it was mentioned in this forum was right about the time when TH said that 0 condition items would actually be unequippable, so we had quite a few trolls in here bellowing about their precious skill tapes. As for the stormtrooper/undies deal, they accused us as being greedy, and trying to blackmail people into wearing clothes. (Which, I think is a GOOD thing because it's a FAMILY game and clothing isn't that expensive ANYWAY).

Message Edited by NJ62 on 08-19-2004 09:05 AM



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
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DND_Cas
Mon Aug 23, 2004 3:50 am
#15



One thing I'd like to see is factional and non-factional uniforms giving squad leaders (& hence the team members) more bonus'.


(1) Tailor should be able to craft combinations of clothes and name them as a uniform.

(2) Tailors, with the assistance of BE's, should be able to add squad leader & group bonus' to the uniforms.


It would then depend on the size and the amount of members in the group wearing the uniform how much of this bonus was given to the squad leader. So for example:


  • An entiregroup of20 people werewearing a uniform with +25 steady aim would get all of the bonus

  • Agroup of 20 with only half wearing the uniform would get a bonus of +13.

  • Agroup of 10 all wearing would only get a bonus of +13.

Factional uniforms should provide greater protection against factional enemies such as stormtroopers and AT-ST's but not against normal critters or pirate groups (for example).


Factional uniform bonus' should not be useable without a squad leader in the group.


I think this would help solve our problems with armour being the only useful thing in pvp and provide something for much needed squad leaders.


Examples of things that would go on non-factional uniforms (professions needed to activate this bonus) would be bonus' to group harvesting (ranger), reduced vehicle decay rates (artisan), reduced wounds in battle (combat medic), luck bonus' (smuggler) andreduced battle fatigue in battle (dancer/musician).


Message Edited by DND_Cas on 08-23-2004 12:03 PM

Message Edited by DND_Cas on 08-23-2004 12:35 PM



Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
RandDarkstar
Mon Aug 23, 2004 5:18 am
#16

Would it kill them to add insignia to players when wearing any kind of uniform? I mean, if I'm overt, then I'm telling all the troops around me that I'm a colonel, and you'd better listen to me or you are peeling potatoes tonight!! Yet, it is impossible to tell what any players' rank is. Overt/covert/grouped/or standing beside the recruiters while they are saluting and saying "Hello Colonel, how can I help you today?"


I think that insignia would add a touch of flare when someone chooses to go overt.



Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

GonkSevenT3
Mon Aug 23, 2004 6:52 am
#17


I just had an idea for the RISK part of crafting missions for FP's, this does assume that most tailors are covert though:



  • You take the mission from the terminal and get the order or schematic right from the terminal.

  • You craft what is needed and then get a waypoint to an NPC somewhere in an NPC city.

  • You don't get a TEF at this point but you do have a greater chance of being scanned and discovered by Imp or Rebpatrols (I know Rebs don't scan...but they could).

  • Upon delivery to the NPC there is a random chance you are discovered delivering the goods at which point you get a TEF.

  • The TEF stays with you for the standard duration or until you find a recruiter to remove it.

Ok. Here's the reasoning behind some of my thoughts here. You don't get the waypoint until you craft the order to prevent people from finding the NPC pulling out a droid and crafting it right there. Part of the RISK is getting caught making the delivery.


The next part of the RISK is the random chance for a TEF. Say you have to make the delivery in the back room of the cantina in Bestine. You get the random TEF and all of those declared Imp's out in the next room see a red dot pop up in the next room. You better hope you left your speeder running outside and know the quickest way to Anchorhead.




"How can you be so serious on a film where you are dodging explosions and running away with Sir Alec Guinness on this side and an eight-foot monkey on this side, and the eight-foot monkey is the one flying the spaceship?" ~Mark Hamill
NJ62
Mon Aug 23, 2004 12:10 pm
#18

Revised. Take a looky before I head off to the summit



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

DanceRulez
Mon Aug 23, 2004 2:16 pm
#19

Ok, two quick things. First, on the issue of faction based clothing, what if, instead of buying a finished product from a recruiter, players instead purchased single use limited schematics for factioned uniforms or clothing items? I know most people don't like the whole limited use angle or being a crafting machine for someone else, but this is a little different from that. Although these schematics would be limited to a single use per schematic, they would use only standard tailor components (synth cloth, RFP's, fiberplast, etc.), and they would require only FP to purchase, so they could be purchased by a tailor or any factioned player, but only a tailor (perhaps only a factioned tailor) could craft them. Maybe some would even allow color customization like a shirt with a factioned insignia that you could make any color. This way it's not a loot item, and doesn't require exotic components. It's still limited, but a tailor can go out and get some schematics on his or her own or wait for someone to bring one to be crafted. Perhaps FP could even be earned by crafting one or when someone else wears one that you've crafted. You can think of it like a recruiter is giving you "permission" to craft one factioned item each time you, or someone else, spend the FP to purchase one.

On the issue of FP crafting missions and "peril". I'm still not convinced that this is a problem. Peril-free crafting missions have already existed in the game, though I'm not sure whether they still do (I've started looking again to see if I can still find some). You can still do factioned delivery mission which have never had any sense of peril. On the other hand, combat always has some sense of peril whether factioned or not. You can still get killed by aggressive mobs whether you're covert, overt, TEF'ed, or neutral. As far as FP missions, I think the disadvantage to the safe FP missions that exist now is the limited amount of FP that you can earn from them. You can earn FP from taking nonperilous missions, but you're not going to accumulate it very fast. On the other hand, the combat missions can be more dangerous and earn you TEF's, but I think the FP gained from them tends to be higher overall. Furthermore, even if you take them while covert and earn a TEF on such a mission, you usually get the mission from a friendly city and the WP is always out in the wild somewhere so you usually have the option of waiting out the TEF in relative safety in the wild or in the friendly city or even with a group of fellow players so the risk of being overt in front of other PC's is minimal and even controllable. Even if what we're arguing for, here, is higher FP earning crafting missions, why should we have to take missions where we run the risk of being overted (TEF'ed) with greater exposure to other players (i.e. by being TEF'ed inside a static city or by having our products "discovered" by other players who come to seek us out, as has been suggested). I don't think that a TEF is a fair punishment for a crafting mission as we may have little or no combat skills to protect us anyway. Perhaps Imperial fines might be a more fair system of risk, or even being put on a bounty hunter terminal - maybe the risk is that we might need to "lay-low" for a while, or get some protection. Again, though, I don't think even these risks are necessary unless we're asking for new types of crafting missions that can earn more FP by taking some sort of risk. (One more thought on this issue - what about groups? Combat types can increase the difficulty and FP payout by taking missions in groups. Will there be some way for us to form crafting groups or grouping with combat players, to perhaps mitigate risk by having some backup should we get into trouble, and get higher FP payout missions? Something else to think about.)



Shi'ann Dinova
Hot Pink Twi'lek of Mystery

Rizzaka
Tue Aug 24, 2004 2:07 pm
#20

Looks great NJ, i like the fact that you cover items of note more than once and that should grind it into their mind.


ps: love your new sig, i wanna join the team =D where do i sign up! lol






Drrty · Bothan of DOOOOOOOM
Zabuza · Demon of the Mist
· Prince of Endor ·
learn to adapt to the situation you have put your character in. i do not need to adapt my proffesion to accomodate yours.

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