Tailor Archive
Thread: Proposed proposal on Crafted Factional Armor and Uniforms
These are just some thoughts I had on making a workable system for crafted factional armor and uniforms. Thoughts?
Crafted Factional Armor and Uniforms
-can only be worn by overt players
-schematics must be purchased for FP
-each piece of armor must be purchased separately. Costs are roughly 5-10x the cost of a single piece (possibly reduce FP costs of current armor by 50% and make schematics cost 10x that new cost)
-Based on these FP costs, a schematic for a single piece of marine armor would run around 5k - certainly not an easy or cheap thing to acquire.
-Acquiring enough schematics for a full suit of factional armor would run around 45k FP- certainly a very difficult task that would take a single player months to accomplish, and, given that most armorsmiths and tailors are not combat-focuses, could conceivably take even longer.
-Given these high costs for a single schematic, teams of armorsmiths or tailors would need to work together to produce a full set of factional armor or clothing, thus promoting interdependance
Benefits:
1. Would allow players to craft factional armor and clothing and would make such armor more readily available to those wishing to wear it while engaging in the galactic civil war.
2. Would allow the creation of different grades of factional armor, including armor that is roughly equal to composite (How many people out there hate the fact that if you want good protection while PVP'ing you are stuck with composite? A bunch of people running around in cyborg-like outfits as opposed to storm trooper/rebel looking armor definitely doesn't promote the star-warsiness feel of the game).
3. Would retain the high cost of owning faction armor (If you needed to earn 5000 FP just to gain a schematic for a single piece of armor, you're certainly going to charge an awful lot for it).
4. Would promote independance among armorsmiths and tailors to put together a full suit of factional armor/clothing.
5. Would not require any significant game modifications other than the creation of factional armor schematics and the implementation of currently existing armor experimentation technology.
6. Would make many, many people very excited and happy.
Pitfalls:
1. Make sure craftable factional armor has the potential to be superior to purchased factional armor. In order to rival composite as the armor of choice of combatants (leading to a more star-warsy feel), it needs to have roughly comparable stats. Whatever you do, however, don't make Stormtrooper armor energy resistant! (give that a single blaster bolt seems to be enough to take out a stormtrooper...nor kinetic, come to think of it, given what the ewoks did to storm troopers...)
2. Don't make limited run schematics. They're just frustrating and the same goal can be accomplished by raising the costs of individual infinite-run schematics.
3. Don't restrict all factional armor/clothing to master armorsmiths/tailors. Allow different pieces to be purchased at different points on the tree, possibly saving helmets (most distinctive) or chest pieces/jackets (most expensive) for Master. This would provide younger armorsmiths who have not yet made master with the opportunity to make something valuable. Along the same line, don't make *all* pieces craftable at novice armorsmith/tailor.