Tailor Archive

Thread: Bio-Cloth Clothing Overhaul

Martimus
Thu Aug 25, 2005 11:20 pm
#1


As some of you may know by reading few of my posts, I am a firm believer in "practical clothing", meaning clothes that give some sort of advantages besides looking sexy. I think that this is also what large percentage of our costumers want. Current tailoring system with bioeng-cloth is very limited, and desperately needs an overhaul. Here are few thoughts on how they could change things:


- Remove all bonuses from current rpanels/synthetic cloth.

- Introduce a new type of tissue (Tissue-X). This tissue could be produced using current bioeng-tissues or unique looted tissues/segments.

- Allow experimentation to determine how much of the original bio-tissues bonuses get transplanted onto Tissue-X. Naturally nothing would exceed +25 mark. More then one bio-component could possibly be used in construction of this.

- Add 1-2 optional (Tissue-X) slots to every piece of clothing deemed appropriate.

- Most items would have 1 slot for Tissue-X. Items like bodysuits that substitute shirt and pants would have 2 slots. (No one ever wears bodysuits because they are not practical. They take up at least two clothing slots, but you only get bio-benefit of one.


What we get out of this is:

- We can use any bio-mod on all clothing. I think that everyone would be happy to see this.
- Keep things relatively simple without changing composition of all clothes.
- Looted components Use (Armorsmith have them, why not us)
- We can experiment on something (put those 12 point tailor skills to use, for those of use who like that sort of thing)
- Bodysuits would be better balanced and actually usable.


Let me know if you have any thoughts on this..



"If it aint broken, fix it until it is! (nge)"

Skill based system, turn based combat, Teras Kasi, Creature Handler, 
Ranger, BioEnginer, Swordsman, Fencer, Pikeman, Brawler, Riflemen,
Pistoleer, Carbineer, Scout. Skill, true Jedi, working economy, crafter
and entertainers that matter, professional interdependence. People,
inovation, originality, and fun....

Kaomond
Fri Aug 26, 2005 2:14 am
#2






RDX1 wrote:
Not sure I understand the whole idea. But being able to put more mods in more clothes would be very nice. It's very plainseeing everyone in Paramilitary Camos, A Duster, Uniform Boots, Form-Fitting Undershirt and a bando.

It would also be nice to have the 10-12pt actually do something. But as far as making tissues, BE need to make them or we would steal their business. (BE Tissues and Meds is all they have, pets aren't big)






I odn't think he meant we ake the tissues, the BE's would still need the tissue, but we would have an additional slot (like the chefs nutrient slot) for BE tissues to go into.




Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
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Eelis-Kiy
Fri Aug 26, 2005 2:17 am
#3


I think experimentation would certainly add more depth to the BE side of the prof, and help hardworking and experienced tailors stand out a bit from the norm maybe, though after some of the other crafting profession nerfs that left hard working crafters on the same par as respec noobs and the like I don’t know that they are encouraging that sort of thing.


Only bad (maybe?)point with bringing in experimentation would be that resource quality may well start effecting what comes out, as it does other profs. Whilst thisperhaps isn’t too much of a problem and again would help harder working tailors stand out, I do feel that they have done us a big favour with not needing high end resources because of the way we have to stock our product, for example, say a wep smith wants to make 20CDEFS - he puts it all together and once the schematic is made he can chuck it in the factory and out they all come - With tailor if you do that you end up with 10 things all exactly the same colour - not always ideal for mostmodest sized businesses so we spend a lot more time hand crafting things.


Which brings me on to a suggestion (may have been mentioned already sry), the ability to programme factories - so say you stick your schem into the factory -you could then be taken to a screen to program in how many of each colour u want? If that makes sense! Although I tend to name/label everything with what colour it is to help searching customers and I presume a lot of others do to so maybe its not so practical.


I don't really mind the tissue types as they are but yes it would be nice to add mods to more types of clothing.







>Eelis Kiy >> Noobed
>Nybia Talon >> Nerfed
::Nybias Tailoring:: Oops sorry tis closed now o_0

NJ62
Fri Aug 26, 2005 5:08 am
#4

It has been a constant source of complaint that BE bonuses can only be added to a handful of items, making the customer choose fashion OR function. Something similar to your idea has been suggested in the past. However, I think time is the main limiting factor for its implementation. The devs are always time-crunched and that probably isn't changing anytime soon. Therefore an admittedly unnecessary (but very nice) overhaul of the BE system is not on the top of the list.



n'Jessi
former correspondent, former player

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lekkuboogie
Fri Aug 26, 2005 8:27 am
#5


My crafter account was a master chef from day one, and now is a master tailor. Chefs have a 'bio-add' slot on all foods. You either add a BE tissue or not, you can make any food with, or without one, they are only scaled so that higher foodsare able totake the medium and then later the the heavy tissues, but can use the tissues of lower levels too.


I wondered as soon as I switched to tailor .. why doesnt this work the same way? Every item of clothing could (should) have a 'BE enhancement' slot. Maybe smaller items like gloves would take a smaller degree of enhancement, and the larger items like dusters have a greater degree. (Mask scent gloves dont make as much sense as a mask scent duster, for example). Or, make it where things likeall footwearwouldtaketerrain negotiation mods, all pants/skirts would take melee defense, all shirts ranged defense, etc.

I like the 'all clothes have an opt slot for any BE mod' best tho ... plus its such a waste to roll 4 reinforced fiber panels with a great BE mod into one item to have most of the tissue just 'go to waste'.



--------------------------------------------------------------------------------
~Ihala~
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Kaece
Fri Aug 26, 2005 9:21 am
#6

I wish that it was more like chef with the "bio-add" slot. I think that people would really like to be able to wear other things, that way they don't look like everyone else. The coding is basically there for the chef, so it would'nt be too hard to apply it to tailoring, with a few little tweaks. The main part would require some internal testing on it. I've done something similar in another game I worked on, and I'm not as knowledgeable as the devs for SWG. The only thing I see that might be a problem with doing that is that it might make it where the Resources/Experimentation would matter.





~ Cheyenne ~
Elder Tailor ~ Domestic Goddess~ Elder Chef
~ Fashions by Cheyenne ~
Mall #1 Swoop Territory, Naboo -5510, 2928
Please offer any auction winnings to this vendor

Saera
Fri Aug 26, 2005 11:05 am
#7






lekkuboogie wrote:


My crafter account was a master chef from day one, and now is a master tailor. Chefs have a 'bio-add' slot on all foods. You either add a BE tissue or not, you can make any food with, or without one, they are only scaled so that higher foodsare able totake the medium and then later the the heavy tissues, but can use the tissues of lower levels too.


I wondered as soon as I switched to tailor .. why doesnt this work the same way? Every item of clothing could (should) have a 'BE enhancement' slot. Maybe smaller items like gloves would take a smaller degree of enhancement, and the larger items like dusters have a greater degree. (Mask scent gloves dont make as much sense as a mask scent duster, for example). Or, make it where things likeall footwearwouldtaketerrain negotiation mods, all pants/skirts would take melee defense, all shirts ranged defense, etc.

I like the 'all clothes have an opt slot for any BE mod' best tho ... plus its such a waste to roll 4 reinforced fiber panels with a great BE mod into one item to have most of the tissue just 'go to waste'.






Where as I like the Bio Additive slot like chef.. having smaller degrees of enhancment, or differntkindsoncertain types of clothing just sounds like a huge headache for me. Dunno about you, but I already have anywhere from 10-40 crates of all my subcomponents on hand.. if you add in varying degree's of tissues.. oh my goodness.. where am I supposed to put it all?



You can't make it like chef and expect it towork like chef. Tailor is not chef.. we can't just run out and buy 1000 tissues and covert them to cloth than plop them in a factory, run the clothes and be done with it. Tailoring is variety, we'd have to have all those little tissues on hand all the time, and if you add in varying "strengths" thru out the tree's, or small ones for gloves, terrain for boots, orone for shirts, one for bottoms.. you are asking for a lot of room lol.



I guess I'm weird, I can't help liking the limited BE choices.Yes you'd be adding much need variety, and I can agree with that.. we need some. But by revamping the entire clothing system, you are also taking out choices. Not choices of customers, but ours, the tailors who serve them. There are many tailors out there who don't even make BE clothing. There are a lot like me, who dabble (but get carried away sometimes), and there are those who solely do BE. If you made all clothing take a BE enhancement, we'd all be the same. Tailors can't be cookie cuttered so easily as other crafting professions...our variety is our lifeblood, so to speak.



I can only speak for myself when I say that I have many vendors stocked with many items, if it all became able to have BE clothing I'd have a hard time adjusting to it. Once all clothes can have BE, I foresee everyone wanting them. Anyone who has played this game for any length of time knows how people are when something "new" is added, it's flocked upon in droves. I'm not saying this is bad per se, but what of the tailor who doesn't want to make them? Or the ones with 2 vendors with only BE items, that now have 100's upon 100's of new clothes to make? If you have money to burn, and yes a lot of people do in this game.. you aren't gonna care about spending more for your favorite clothes with tissues, I understand that.. but what happens when everything is BE'd and no one wants regular clothes anymore?







L'yka Esce
Master Tailor - Master Artisan - Master Merchant
L'yka Fashions & Artisan Goodies
5305 -4315 Moenia Naboo
Ahazi



RDX1
Fri Aug 26, 2005 12:29 pm
#8

Not sure I understand the whole idea. But being able to put more mods in more clothes would be very nice. It's very plainseeing everyone in Paramilitary Camos, A Duster, Uniform Boots, Form-Fitting Undershirt and a bando.

It would also be nice to have the 10-12pt actually do something. But as far as making tissues, BE need to make them or we would steal their business. (BE Tissues and Meds is all they have, pets aren't big)

Message Edited by RDX1 on 08-26-2005 12:30 AM



~~~
Martimus
Fri Aug 26, 2005 3:11 pm
#9

At present all tailors who cater to wide public are all "cookiecutter tailors". They have to make all the bio-items exactly the same (different color doesn't cut it ), there is no variety, there is not even any need to interact with people... Just make crates of everything, and you are done. Most people don't even want to see you because they know they will look the same anyhow...and there is nothing you can do for them. We are factory operators and not tailors. (ok...so I am being a bit melodramatic here)

I know there are some people out there who do not want to make bio-eng clothing. I don't know how this change would effect them. I doubt that they would lose all the business because of it. (There is always a base of crafters/entertainers who do not usually care about it).. If it turns out that everyone wants biomoded clothing, and we are just not giving them what they want at the moment... I can not be that selfish and insist that the option should remain restricted so I don't have to adapt.

I understand your concern about overcomplicating things. Most people would like tailor to be a more casual crafting profession. (myself included). I think the key to fixing the current system is to add the extra functionality but keep things simple. A bit of extra depth is needed, and variety is absolutely essential.



"If it aint broken, fix it until it is! (nge)"

Skill based system, turn based combat, Teras Kasi, Creature Handler, 
Ranger, BioEnginer, Swordsman, Fencer, Pikeman, Brawler, Riflemen,
Pistoleer, Carbineer, Scout. Skill, true Jedi, working economy, crafter
and entertainers that matter, professional interdependence. People,
inovation, originality, and fun....

SrinKnorei
Sun Aug 28, 2005 3:41 pm
#10



NJ62 wrote:
It has been a constant source of complaint that BE bonuses can only be added to a handful of items, making the customer choose fashion OR function. Something similar to your idea has been suggested in the past. However, I think time is the main limiting factor for its implementation. The devs are always time-crunched and that probably isn't changing anytime soon. Therefore an admittedly unnecessary (but very nice) overhaul of the BE system is not on the top of the list.




i actually think this issue should go into our top five as BE clothes are our major source of income. i think it is more likely that this would be changed than devs introducing new clothes. i wouldnt want to he forced to choose between the two, but i do believe this issue is a lot more important, far more important than to juse dismiss it.



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Drazic
Mon Aug 29, 2005 1:49 pm
#11

I would like to see being able to add any tissue to any item - the way we put the tissue into the synth or reinforced cloth now.

yes.. it would mean each item could only have one mod... but would give us the entire range of clothing to add bio mods to



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Grreeta
Mon Aug 29, 2005 3:31 pm
#12

I'd like to see things rationalised so that the useful mods were spread more evenly between RFP and Synth, but I can't say I'm particularly enamoured of the idea of having a single bio slot per item (as per chef).


The problem, as I see it, is the same as for chef - it's pretty well impossible for chefs to market non-modded foods (or it certainly was that way way back when I was a chef, and it doesn't seem to have changed). There's a danger that some tailors would be driven out of business while others would be trapped in the "bigger, better" BE cycle. It would have a knock-on effectfor BEs because suddenly the lower level tissues would havelimited value (if you can only have 1 slot then a +13 tissue isn't marketable at any price, whereas now it has value in a +25 garment ..... for Doc amd CH anyway).


So, on balance, I'm against this idea.


Just my two-penneth.


Cheers,

Gawgax
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