Tailor Archive
Thread: Noob suggestion concerning 0 condition clothing...
The issue of clothing with Uber CAs with a conditon of O is serious to most tailors that think this ability negates their inate skills. Yet, if one pays 100 mil for a CA that cant be removed from the clothing if it gets to 0 condition and the clothings in no longer wearable to the person that 100mil credits down the drain because of a 5k shirt.
To equalize this I have this suggestion. First I dont belive that clothing should recieve damage the same way that armor does. A t-shirt doesnt compare to a kevlar vest in rl so this doesnt make sense in game either. My suggest is to make it where, like a speeder, clothing slowly deteroiates THROUGH WEAR AND NOT DAMAGE FROM FIGHTIONG over a period of time (alot slower than a speeders deteroiation) to the point of zero condition, as it deteroiates the value of the CA goes from 100% effective to like 5% effective at 0 condition. One would then go to a tailor and get it repaired back up to 100% or utilize a repair kit that can do this. Then the deteroation process would start again. No more, it was 1000/1000 condition and after a repair 976/975. Clothing Repair would be an inate tailor ability (ie, the tailor would not need special tools to repair clothing themselves only non-tailors). A master tailor would have a good chance or repairing the article back up to 100%, the catch with all this is that AN ARTICLE OF CLOTHING CAN ONLY BE REPARIED ONCE IN A CYCLE, THE NEXT TIME IT CAN BE REPAIRED IS WHEN IT HITS O CONDITION AGAIN. Clothing expermintation would affect the added MOD's effieceny at various stages (instead of 5% at 0 condition, up to 15% at zero) and also the rate of deteroation (ROD) of that article. This would work the same way for BE clothing as well. When you would examine the article it would say something like Mod Efficency and the Player can do the math on how affect a +25 mod would be at 5%.
IMO this would make Tailors a VERY viable class and much needed and correct a bug that as existed almost since launch. The only problem is this would take up a Publish just for itself.
The only other way around this problem would that CA's be allowed to be removed from clothing (the same way that ADKs can be when an item is destroyed). Then you can just buy new clothing and re apply the CAs.
Anyway this is just a non-tailor suggestion. Critiques? Feedback?
Message Edited by Skurr on 08-31-2005 11:10 AM
why not give tailors a schematic that can craft expendable kits that can remove CA's.
btw, i don't like the fact that tailor's (like architects and some other professions) mainly craft items that last forever. 500 credits can get you a pair of shoes that you basically never need to replace. *sigh*
Togaf wrote:
why not give tailors a schematic that can craft expendable kits that can remove CA's.
btw, i don't like the fact that tailor's (like architects and some other professions) mainly craft items that last forever. 500 credits can get you a pair of shoes that you basically never need to replace. *sigh*
Yep. Noongoing income for us. That's why we are asking for decay, and hopefully that'll come.
I guess what keeps the clothing business going is that people tend to delete clothing often (because they're not expensive) and everyone enjoys different outfits every once (or twice) in a while.