Tailor Archive
Thread: Making Lemonade
Sooner or later clothes must decay. That is a given.
In the meantime, since we've been handed a lemon.... what other experimental attributes could be added to clothing so our experimentation points and material selections make a difference?
Without infringing too much on armorsmith or bioengineer turf, I can think of a few:
- Dancewear could either add to the action pool or slow action pool drain.
- Footwear could increase overall movement rate or enhance the Scout's burstrun efficiency.
- Thermal/insulated/cold-weather clothing should offer better protection against cold than armor. Give more cryoban grenades to NPCs to boost demand

- Slick-surfaced synthetics should shed acid better.
- Headwear should provide some minor mind pool protection -- not as good as a helmet, but better than nothing.
What else? Brainstorm away.
I've always thought # of sockets should be something we can experiment. Give even a novice tailor a chance at them if their materials are good enough and luck is with them that day.
For something probably harder for them to do, I'd like to see a series of designs or patterns we can apply to certain plain clothing (ie muscle shirts, dress slacks, etc). Let the experiment & level determine how many of those patterns are available - novice starts out with an animal print, for example, and as you move up through the trees you can eventually add logos ala the imp/reb symbols.
Excellent idea!
A variety of prints/designs/logos would enable tailors to survive for awhile longer even without decay.
I've always felt that we should be able to increase our color selection with experimentation. After all, the experimentation step is before the customization step. Just temporarily boost the customization for an item based on experimentation.
I also like the patterns suggestion offered above.
The footwear one is also nice, though very limited to only one kind of clothing. Maybe if we can generalize it to some sort of 'clothing efficiency' attribute that differs for each type of clothing? (Boots is run speed, headwear is a little mind protection, etc).
Good idea getting this brainstorming going.
- A. Kimusume
another suggestion that came to me while replying to holo's post:
give us the ability to experiment in accelerated healing or skill mods to give people a reason to buy clothing from us. put different modifiers on clothing, no more "decay resistance", but how about "health recovery" and make that based on item quality.
as it stands, up until this point, there has been absolutely no reason for a tailor to use higher quality items unless they were exclusively selling crates to armorsmiths.
I really like YukonSam's ideas, especially the one for entertainers. While looking cool in game is a great thing, having functionality would be a great positive attribute to the tailor skill.
It would boost sales/economy of resource and hide sales, and it would make tailors much more involved and caring about the products that they make.
I like the idea of functional clothing and tailored items most definitely since I'm a tailor... but a lot of these ideas would cut into other professions. Here are a few of my insane ideas that were probably not as well-thought-out as they could have been.
Howabout making a master level belt that works as a backpack? It's heck to get those backpacks off if you're both an artisan and a dancer and don't want to mess the looks of your clothing.
Let us experiment on how much a backpack can hold with maybe a maximum of 100 items which would be EXTREMELY hard to make and succeed on.
(Silly) Make walking on tatooine barefoot cause very slight health and action damage. Make shoes a neccesity, Impliment wookiee sandals and Trandoshan socks.
ehh i lost it.
I'd like to see experimentation add innate stat boosts. 'Course, that'd cut business for bio-engineers, so maybe experimentation could justincrease the strength of biological component-based stat boosts.
We need some features to allow different tailors' work to be more personalized and distinct, but I'm at a loss as to what could be added.
We definitely need a third color selector.
That's all I got.
Bio-engineers make tissues.
Some of these go into the optional slot in synthetic cloth, others into reinforced fibreplast panels, others have nothing to do with tailoring.
Clothing using these will have certain skill modifiers.
....
But as far as we can tell, not yet working as intended. (modifiers have no effect, BEs cant use factories, etc.etc.)
I don't know how feasible patterns/designs/logos are... we discussed some of the technical issues in an earlier thread. But I would love to see that sort of capability. Since we are a visually-oriented profession, it makes some sense to tie our experimentation pool with advanced graphics capabilities.
Textures also are a part of this. There are shiny pieces I'd rather make matte, and matte pieces that would be better shiny. With this degree of control, it should also be possible to use any palatte with any garment.
Somebody in another thread mentioned special effects for clothing. I know dancers get some of these as part of their profession, and another is tied up in the creature habitat object. That still leaves a lot of room for us to imbue special visual qualities.
Special Visual Effects
Can you say Rhinestones and Sequines!
Oh yeah!
Effects and logos would be awesome. Also I suggested earlier to have different stripe configurations on the tactical skinsuit.
I have reservations about experimenting for more colors. Imagine the scenario of a customer sitting there as you try to make that master item over and over with 10 factory components per go just the *exact* shade they want. It would happen ![]()