Tailor Archive

Thread: Vision Document: final version submitted 6/14/04

NJ62
Tue Jun 08, 2004 1:18 pm
#1




Profession title: Tailor


Summary of skill points and path. Tailoring is a pure crafting profession which takes 92 skill points. Although it is helpful to have skills such as surveying, those skills are not required.


  • Novice Artisan -->Domestic Arts I-IV. At each level, the tailor obtains new schematics both for food and clothing. At Domestic I, a tailor can make fiberplast panels, which are used in armor, and merchant tents.

  • Novice Tailor. At this level the tailor obtains additional schematics and additional colors, as well as bonuses to clothing experimentation and assembly. Tailors at this level can make synthetic cloths, which are used by doctors (blankets), armorsmiths, and architects (master furniture).

  • Tailoring I-IV: The tailor receives bonuses to clothing customization (colors), experimentation (useful only for wookiee armor segments) and assembly. At Tailoring III, the tailor will have a small chance to create an item with one socket, but usually no more than one socket. This socketing increases until at master tailor, the tailor has approximately a 10% chance of getting 4 sockets, with an average of 2 sockets.

  • Field I-IV: Additional schematics. Starting at field II, the tailor can make reinforced fiber panels, which hold combat tissues from bioengineers (reinforced fiber panels are also used by armorsmiths, and architects for merchant tents). Only the items in the Field II-IV boxes are made with these tissues, and therefore only those items can be enhanced with combat tissues. At Field III, the tailor can make wookiee padded armor segments.

  • Casual I-IV: Additional Schematics.

  • Formal I-IV: Additional Schematics. Tailors get trim at formal 1 which is a component for chef casks.


List of abilities and what they do in the world.


  • making fashionable clothing

  • making bioengineer-enhanced clothing

  • repairing clothing

  • making components for others

What is fun / unfun, useful and not useful for each one.


Fun:


  • Creativity: using set schematics in different combos to produce unique looks. Examples of this include costumes from the movies, or costumes for Halloween.

  • Interaction. Working with a customer to find a unique look.

  • Running a business: Being able to own a "business" and the notoriety that comes with success.

  • Components: early money. When you first become a tailor, simply the act of making something that is useful to another and earning credits for it can be fun. Once you establish other means to earn credits this ceases to be fun.

  • Bioengineered clothing: Fun to be able to provide a useful service

  • Variety of Schematics: Creating unique looks

  • Variety of Colors: creating unique looks

Unfun


  • Critical Fails: on bio engineering clothing or looted schematics with looted components. These are expensive, rare, and frustrating to fail on.

  • Acting as a crafting machine.


    • This is particularly prevalent in the case of looted schematics with looted components – in reality the tailor has no practical way of achieving these schematics, and players will not sell the schems/components themselves, but rather want to hand them in to the tailor and magically receive a new item – for nominal fee.

    • Being dragged into a dungeon just for the sole purpose of getting somebody else some cool loot, is not fun. We want cool loot that we can use ourselves.

  • Socketing: Striving to get 4 sockets and having to remake an item 20 times to do it and having no control over this at all. Redoing the same item getting carpal tunnel is NOT fun.

  • No New Schematics. Our profession is stagnating. We are constantly hassled “did you get something new.” Our profession IS new art, and we need it.

  • Different palettes. This is unfun because:


    • Customers request red boots and other things that we can’t make in bright, matching colors. It is frustrating that armorsmiths can make boots and gloves in every color (padded armor) and we cannot.

    • Matching the colors is a pain because there are very few color overlaps between the palettes.

    • Wookiees feel like they are unloved

  • Lack of reinforced fiber panels in most garments. This makes the most popular mods only available in a maximum of 10 garments. This is unfun because you are forced to choose between a unique look and the mods that you want.

  • Color Identification: Not having a way to correctly identify shades of color thereby making me craft the same item several times to get it right and taking a loss in sales. Need a color numbering system

  • Loot: Having to compete with loot clothing drops that we cannot make.

  • Factional clothing: equally, having to compete with pretty cool clothing that we cannot make.

  • Creating Components for Other Professions:


    • The crafting process of making components that have littler value, where there is no experimentation and no customization is not fun.

    • Having people demand (free) schematics from you (defeating the whole purpose of having such components in the game) simply to avoid paying you for the components is not fun.

    • Making components that you don’t even use in your own items (i.e. wookiee armor segments) is not fun because there’s little incentive to do so, particularly since the large amount of quality hides are relatively unobtainable by most tailors. This falls into the “give me resources for schematics” scenario which is honestly boring and troublesome.

    • The component business creates rude interpersonal relationships and most tailors do not want to deal in the component business. Granted, selling components is a matter of choice, but it is becoming increasingly difficult for other crafters (especially those without a guild infrastructure) to find the components at all.

useful:



  • Colors

  • Having a large variety of schematics

  • Bio Engineered clothing

useless:


  • experimentation skill mods (except on wookiee armor segments)

  • Repair does not seem to work

Combat Role Summary



  • Like any other crafter we are suppliers to those who fight, and those who support those who fight. So to bring a crafter into the GCW, there must be incentives to "choose sides" and differences in your play experience depending on which side you choose. Seems to me that this is easily accomplished by letting factioned tailor make faction specific clothing (note: no reason why this has to apply only to soldiers, faction-specific dancer or crafter clothing is equally valid).

  • Making skill mod clothing, though these need to be expanded to compete with skill tapes.


Grouping Summary.


  • The whole idea of tailors grouping with soldiers to create cool soldier loot is not working. There are already lots of incentives in-game to collaborate with other crafters for the common good, we don't need stuff like this. Tailors feel that they are being pressed into service, and that this is really a combat-oriented, not crafter-oriented event.


Top 5 recommendations to making the profession more fun (and WHY each will make more fun)


  1. new schematics (okay… don’t need a why here, new schematics = fun!)

  2. Additional fun colors (again, self-explanatory)

  3. Ways to make socketing more predictable (avoids mindless redos)

  4. Palettes that match each other (makes matching less frustrating, avoids redos)

  5. Numbered palettes (ease of crafting/matching)

Top 5 things you would like to see in the Combat Balance


  1. implement some new tissues for bioengineers to make, making clothing more attractive to soldiers. This would include stats that can currently only be obtained through skill tapes.

  2. make sure that there is a viable tradeoff between encumberance and protection. At present encumbrance is not a viable method of restricting armor usage. Current buffs prevent encumbrance from having any effect on the wearer, making armor ubiquitous. We would like to see an implementation that would return the penalties intended upon wearing armor in order that enhanced clothing could be a viable alternative in certain combat conditions.

  3. give clothing a role in the new "protection against disease/poison" stuff.

  4. More items that can take reinforced fiber panels, and those that can take reinforced fiber panels in multiple slots (so more combat BE tissues can be stuffed in each item, thereby making clothing more competitive with armor)

  5. more clothing and armor to be stackable. For example Leotards under armor, Jackets over armor, and Bandoliers and Backpacks stackable. This will allow more skill tapes to be used, more BE tissues

Top 5 things you would like to see in the GCW


  1. faction clothing schematics (only allow factioned tailors to sell it, and only to their faction). This might involve making these items non-purchasable with faction points, so that you must visit a factioned tailor to get a uniform.

  2. faction logos on existing clothing schematics (such a logo could be an optional component in clothing, again only creatable by factioned tailors, and only to their faction).

  3. Faction banners craftable

  4. More skill mod clothing that competes with skill tapes, via bioengineered tissues.

  5. More items that can take reinforced fiber panels, and those that can take reinforced fiber panels in multiple slots (so more combat BE tissues can be stuffed in each item, thereby making clothing more competitive with armor).





Ooo oo TH gave me homework while he's on vacation. Well we all got homework. I'd love your input on this!


He wants, in the following format...






Profession title: Tailor (see wasn't that one easy)


Summary of skill points and path. (yeah, cake, I'll fill that in later)


List of abilities and what they do in the world. (I'll probably fill in this one too... we make clothes! Duh!)


What is fun / unfun, useful and not useful for each one. (and here is where I need your help!)


Anything that is labelled unfun or not useful must have an objective reason. (here too)

Combat Role Summary (What combat role?Maybehow we can enhance our ability to make stat-mod clothing.)


Grouping Summary. (uh... am I missing something here? Since when do we group? - maybe something about dragging my sissy self down to some dungeon to craft some leggings... bah!)


Top 5 recommendations to making the profession more fun (and WHY each will make more fun)


1/

2/

3/

4/

5/


Top 5 things you would like to see in the Combat Balance (uhh... can you think of anything here? Maybe mod clothing?)


1/

2/

3/

4/

5/


Top 5 things you would like to see in the GCW (Remember, we had a gcw thread Here - and don't forget details about implementation)


1/

2/

3/

4/

5/






Any feedback is appreciated!

Message Edited by NJ62 on 06-08-2004 01:19 PM


Message Edited by NJ62 on 06-08-2004 01:43 PM

Message Edited by NJ62 on 06-14-2004 02:11 PM



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)

ArthurDentOnBria
Tue Jun 08, 2004 2:16 pm
#2





List of abilities and what they do in the world.

1) making clothing

2) repairing clothing

3) making components for others


What is fun / unfun, useful and not useful for each one.

1.

a) fun: creative aspects of this is fun.

Beingable work interactively, or alone coming up with something, perhaps unexpected, for someone and seeing them wearing it.

Being able to own a "business" and the notoriety that comes with success.


b) unfun: crit fails on bio engineering clothing

Acting as a crafting machine (situations where you have no ability to customize, and don't even provide the materials yourself, you have them handed to you - this is particularly evident in the new loot schematics).

Striving to get 4 sockets and having to remake an item 20 times to do it and having no control over this at all.

Making the same clothing over and over and over for a year with nothing new to make, and no new ways to make it is not fun.

Being dragged into a dungeon just for the sole purpose of getting somebody else some cool loot, is not fun.


c) useful:colors

Having a large variety of schematics

Bio Engineered clothing


d) useless: experimentation skill mods

assembly skill mods (for the most part).


2.

a) fun: I'd say the idea to have the ability to repair someone's dead clothing could potentially be "fun" provided a tailor could do it much much better than a non-tailor.

b) unfun: not being able to do it better than anyone else, and people simply bringing it to you because they are too lazy to buy a repair kit from your vendor, but not valuing your services at all since you, in fact, don't do it any better than they do.

c) useful: not at all (at present)

d) useless: repair is entirely useless right now


3.

a) fun: When you first become a tailor, simply the act of making something that is useful to another and earning credits for it can be fun. Once you establish other means to earn credits this ceases to be fun in any way.

b) unfun: The craftng process of making components that have littler value,where there is no experimentation and no customization is not fun.

Having people demand (free) schematics from you (defeating the whole purpose of having such components in the game) simply to avoid paying you for the components is not fun.



Combat Role Summary

Like any other crafter we are suppliers to those who fight, and those who support those who fight. So to bring a crafter into the GCW, there must be incentives to "choose sides" and differences in your play experience depending on which side you choose. Seems to me that this is easily accomplished by letting factioned tailor make faction specific clothing (note: no reason why this has to apply only to soldiers, faction-specific dancer or crafter clothing is equally valid). At the very least, I'd like to see the ability for a factioned tailor to sew factioned logos into clothing when they choose to, and with the proper cirtifications.



Grouping Summary.
The whole idea of tailors grouping with soldiers to create cool soldier loot is just bogus. There are already lots of incentives in-game to collaborate with other crafters for the common good, we don't need stuff like this.


<insert rant about the bougus idea of force sensitive crafters>



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


ArthurDentOnBria
Tue Jun 08, 2004 2:24 pm
#3




Top 5 recommendations to making the profession more fun (and WHY each will make more fun)


1/ new schematics

2/ new schematics

3/ new schematics

4/ new schematics

5/ new schematics


Top 5 things you would like to see in the Combat Balance (uhh... can you think of anything here? Maybe mod clothing?)


1/ implement some of the tissues that bio engineers have been asking for forever, making clothing more attractive to soldiers.

2/ make sure that there is a viable tradeoff between encumberance and protection

3/ give clothing a role in the new "protection against disease/poison" stuff.


Top 5 things you would like to see in the GCW (Remember, we had a gcw thread Here - and don't forget details about implementation)


1/ faction clothing schematics (only allow factioned tailors to sell it, and only to their faction).

2/ faction logos on existing clothing schematics (such a logo could be an optional component in clothing, again only creatable by factioned tailors, and only to their faction).


I know some tailors just want to remain neutral, and create everything for everyone, but the game really does need incentives to get people into the storyline imho, and this is one way to do it.

Message Edited by ArthurDentOnBria on 06-08-2004 02:36 PM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Songe
Tue Jun 08, 2004 7:29 pm
#4


What is fun / unfun, useful and not useful for each one.


- unfun : having to make several clothes to try matching colors because of different palettes

- unfun : having to make 20 times one item to get the 4 sockets that the customer wants

- unfun : critical fails on items with BE tissues/drop loots


Combat Role Summary


More Enhanced clothes... Only thing combattants want us for is to get 4 socket shirts to put their enhancements with BE mods.


Grouping Summary.


Only times I've grouped with someone is to teach them something lol


Top 5 recommendations to making the profession more fun (and WHY each will make more fun)


1/ More chances of getting sockets - not fun to make the same item 20 times

2/ More schematics - making always the same things is boring

3/ Morecolors - making always the same things is boring

4/ Same palettes for everything - makes it much easier to match colors

5/


Top 5 things you would like to see in the Combat Balance


Mod clothing yeah


Top 5 things you would like to see in the GCW


Factional clothes, that can only be worn by overts - bodysuits, uniforms, pilot uniforms etc - maybe schematics buyable from recruiters?




------

Novice Lekku Stomper
Geddyfan
Wed Jun 09, 2004 6:37 am
#5


Top 5 recommendations to making the profession more fun (and WHY each will make more fun)




  1. New schematics

  2. New race specific items

  3. Upholstery!Patterns and colors that players apply to certain types of furniture.

  4. Numbers or some identifier assigned to the color palette so that custom orders are easier.

  5. NPC city shops.Give us the ability to have stores in both player and NPC cities.



Love the faction clothing idea already suggested by ArthurDent.




Geddlee/Geddy

Bria | Starsider | Lowca | Test Center

Master Musician, Master Dancer, Master Entertainer



UniformMarshal
Wed Jun 09, 2004 2:15 pm
#6


Profession title: Tailor (see wasn't that one easy) I am a Uniform Marshall of the Imperial Army


Summary of skill points and path. (yeah, cake, I'll fill that in later) I took Artisan Domestics Art to Tailor and Mastered it


List of abilities and what they do in the world. (I'll probably fill in this one too... we make clothes! Duh!)


1) I make clothes for the fashion concious.

2) I make Skill moded clothes for the Non-Armor Wearing

3) I make components for other crafters


What is fun / unfun, useful and not useful for each one. (and here is where I need your help!)


Fun: A wider variety of schematics in order to create a custom costumed Star Wars look.

Fun: Complete color customization of clothing and items

Fun: Customer Interaction


Anything that is labelled unfun or not useful must have an objective reason. (here too)


Unfun: Being limited in the types of Skill Moded clothing I can make IE: I cannot mix and match BE tissues severly limiting what I can make for folks who want a custom look , like wookies

Unfun: Having parts of my color palette in only one color (like the luxorious gown) So that every piece of clothing has to coordinate with that one stuck color, for the Lux Gown it is white.

Unfun: Not having a way to correctly identify shades of color thereby making me craft the same item several times to get it right and taking a loss in sales.

Unfun: Having to compete with loot clothing drops that I cannot make.

Combat Role Summary (What combat role?Maybehow we can enhance our ability to make stat-mod clothing.)


I have a combat role? The only way I can affect combat is through producing Skill Moded clothing, and there is not enough of a variety in tissues or in what they can go in.


Grouping Summary. (uh... am I missing something here? Since when do we group? - maybe something about dragging my sissy self down to some dungeon to craft some leggings... bah!)


I do not use Tailoring skills in a group environment unless I am with an Image Designer who is creating a new "look" for a customer. At no time will I persue a combat group expecting to use my Tailoring skills. I will use either my Brawling or Marksmen skills in a combat group. The Death Watch Bunkeristhe most ridiculous thing for me to attempt as I will be a liability combat wise to survive long enough to craft those idiot pants.


Top 5 recommendations to making the profession more fun (and WHY each will make more fun)


1/ Please Fix the invisable Necklace bug so I can color it appropriately.


2/ Please Add Factional Schematics so that I may craft Uniforms for my faction like a UNIFORM MARSHALL should.


3/ Please Add Species Specific Shematics so that the non human races can enjoy more customization in thier Attire.


4/ Currently my Artisan clothing crates come in 50 units per crate. Please apply this to my Tailoring components, which are currently at 25. This will reduce the amount of crates we need to hold on to which is less strain on the database, our storage, and will not cause you to raise the resource stack beyond 100k.


5/ Please give our Colors Numbers so we can easily match shades.


Top 5 things you would like to see in the Combat Balance (uhh... can you think of anything here? Maybe mod clothing?)


1/ I would like to see more clothing and armor to be stackable. For example Leotards under armor, Jackets over armor, and Bandoliers and Backpacks stackable. This will allow more skill tapes to be used, more BE tissues.


2/ If armor is going to have a major penalty, I would like to see clothing pick up the slack with more Skill Moded BE clothing.


3/ Due to the reconstruction of Armor I would like to be able to put ANY tissue in ANY type of biological component slot of Synth or Reinforced cloth. This will promote more clothing wearing an alternative to full armor


4/Please add Decay to the ubese shirt, Ubese bandolier, and Mabari belt. Currently they count as light armor that may block damage without any decay involved AND you can put skill mods in thier sockets.


5/I would like the ability to "sew" together clothing skill mod tapes to create a bigger bonus, with a cap of +5 using the clothing assembly modifer for success.


Top 5 things you would like to see in the GCW (Remember, we had a gcw thread - and don't forget details about implementation)


1/ I would like to have limited schematics for factional clothing, similar to the ones Archetects have for the Bestine Art project that would cost Faction Points to aquire.


2/ I would like to see more limited schematics for Skill Moded Factional clothing, For Example: Rebel Scout Duster +5 Camo +5 Terrain negotiation.

Imperial Ranged Support Soldier : +5 General Ranged Aiming +5 Ranged Weapon Speed.


3/ No more schematic loot drops for any factioned items. Please make them available from the recruiter.


4/ The Ability to Sew on Factional Rank designations to clothing or create clothing with the ranks on them.


5/ The Ability to create Factional decorations such as Banners and Flags




~Gennie Lightdust~
~Toxic Twi of Ryloth~
~Imperial Enforcer Location Classified~
Srednii
Thu Jun 10, 2004 11:21 pm
#7

I give this a billion to one odds that it goes on the bottom of a pile till after the JTL, the GCW revamp, the Combat revamp, the jedi revamp, the smuggler revamp, and so on and so forth.


Whats that... another6 months to ayear before it gets looked at? (who else thinks the bottom of the pile will end up in the trash can before that happy day?)



------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
irott
Fri Jun 11, 2004 3:17 am
#8






Srednii wrote:

I give this a billion to one odds that it goes on the bottom of a pile till after the JTL, the GCW revamp, the Combat revamp, the jedi revamp, the smuggler revamp, and so on and so forth.






*cry* Forgotten again...


(also puzzled as to why I am here....)



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

Syzygy-Gorath
Fri Jun 11, 2004 3:52 am
#9






irott wrote:





Srednii wrote:

I give this a billion to one odds that it goes on the bottom of a pile till after the JTL, the GCW revamp, the Combat revamp, the jedi revamp, the smuggler revamp, and so on and so forth.





*cry* Forgotten again...


(also puzzled as to why I am here....)


Awww, you weren't forgotten…you were, uh, "so forth." Poor Squad Leader. /comfort




œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

NJ62
Fri Jun 11, 2004 7:14 pm
#10

Thank you so much for your input. I've made a preliminary compilation of the ideas in this thread (*cough* plagiarized *cough*). Let me know what you think. There are still some rough spots and some gaps to be filled in. And, of course, if you have anything to add/subtract, let your voice be heard


Crappy formatting courtesy of MS Word.


List of abilities and what they do in the world.
1) making clothing
2) repairing clothing
3) making components for others

What is fun / unfun, useful and not useful for each one.

1. Making clothing
a) fun: creative aspects of this is fun.
•Being able work interactively, or alone coming up with something, perhaps unexpected, for someone and seeing them wearing it.
•Being able to own a "business" and the notoriety that comes with success.

b) unfun:
•crit fails on bio engineering clothing or looted schematics with looted components. These are expensive, rare, and frustrating to fail on.
•Acting as a crafting machine. This is particularly prevalent in the case of looted schematics with looted components – in reality the tailor has no practical way of achieving these schematics, and players will not sell the schems/components themselves, but rather want to hand them in to the tailor and magically receive a new item – for nominal fee.
•Striving to get 4 sockets and having to remake an item 20 times to do it and having no control over this at all. Redoing the same item getting carpal tunnel is NOT fun.
•Making the same clothing over and over and over for a year with nothing new to make, and no new ways to make it is not fun. We are constantly hassled “did you get something new.” Our profession IS new art, and we need it.
•Being dragged into a dungeon just for the sole purpose of getting somebody else some cool loot, is not fun. We want cool loot that we can use ourselves.
•Different palettes. This is unfun because:
oCustomers request red boots and other things that we can’t make. It would be much more fun to be able to match boots
oMatching the colors is a pain because there are very few color overlaps between the palettes.
oWookiees feel like they are unloved
•Lack of reinforced fiber panels in most garments. This makes the most popular mods only available in a maximum of 10 garments. This is unfun because you are forced to choose between a unique look and the mods that you want.
•Not having a way to correctly identify shades of color thereby making me craft the same item several times to get it right and taking a loss in sales. Need a color numbering system
•Having to compete with loot clothing drops that I cannot make.

c) useful:
•Colors
•Having a large variety of schematics
•Bio Engineered clothing

d) useless:
•experimentation skill mods
•assembly skill mods (for the most part).


2. Repairing Clothing
a) fun:
•the idea to have the ability to repair someone's dead clothing could potentially be "fun" provided a tailor could do it much much better than a non-tailor. This appears to be marginally true, but there still needs to be some tweaking to improve success rates.
b) unfun:
•not being able to do it better than anyone else, and people simply bringing it to you because they are too lazy to buy a repair kit from your vendor, but not valuing your services at all since you, in fact, don't do it any better than they do.
c) useful:
•not at all (at present)
d) useless:
•repair is entirely useless right now

3. Making components for others
a) fun:
•When you first become a tailor, simply the act of making something that is useful to another and earning credits for it can be fun. Once you establish other means to earn credits this ceases to be fun in any way.
b) unfun:
•The craftng process of making components that have littler value, where there is no experimentation and no customization is not fun.
•Having people demand (free) schematics from you (defeating the whole purpose of having such components in the game) simply to avoid paying you for the components is not fun.
•Making components that you don’t even use in your own items (i.e. wookiee armor segments) is not fun because there’s little incentive to do so, particularly since the large amount of quality hides are relatively unobtainable by most tailors. This falls into the “give me resources for schematics” scenario which is honestly boring and troublesome.
•The component business creates rude interpersonal relationships and most tailors do not want to deal in the component business. Granted, selling components, is a matter of choice, but it is becoming increasingly difficult for other crafters (especially those without a guild infrastructure) to find the components at all.


Combat Role Summary
•Like any other crafter we are suppliers to those who fight, and those who support those who fight. So to bring a crafter into the GCW, there must be incentives to "choose sides" and differences in your play experience depending on which side you choose. Seems to me that this is easily accomplished by letting factioned tailor make faction specific clothing (note: no reason why this has to apply only to soldiers, faction-specific dancer or crafter clothing is equally valid). At the very least, I'd like to see the ability for a factioned tailor to sew factioned logos into clothing when they choose to, and with the proper cirtifications.
•Making skill mod clothing, though these need to be expanded to compete with skill tapes


Grouping Summary.
•The whole idea of tailors grouping with soldiers to create cool soldier loot is not working. There are already lots of incentives in-game to collaborate with other crafters for the common good, we don't need stuff like this. Tailors feel that they are being pressed into service, and that this is really a combat-oriented, not crafter-oriented event. “The Death Watch Bunker is the most ridiculous thing for me to attempt as I will be a liability combat wise to survive long enough to craft those idiot pants.”


Top 5 recommendations to making the profession more fun (and WHY each will make more fun)
1/ new schematics (okay… don’t need a why here, new schematics = fun!)
2/ Additional fun colors (again, self-explanatory)
3/ Ways to make socketing more predictable (avoids mindless redos)
4/ Palettes that match each other (makes matching less frustrating, avoids redos)
5/ Numbered palettes (ease of crafting/matching)

Top 5 things you would like to see in the Combat Balance
1/ implement some of the tissues for bioengineers to make, making clothing more attractive to soldiers. This would include stats that can currently only be obtained through skill tapes.
2/ make sure that there is a viable tradeoff between encumberance and protection
3/ give clothing a role in the new "protection against disease/poison" stuff.
4/ more clothing and armor to be stackable. For example Leotards under armor, Jackets over armor, and Bandoliers and Backpacks stackable. This will allow more skill tapes to be used, more BE tissues

Top 5 things you would like to see in the GCW
1/ faction clothing schematics (only allow factioned tailors to sell it, and only to their faction). This might involve making these items non-purchasable with faction points, so that you must visit a factioned tailor to get a uniform.
2/ faction logos on existing clothing schematics (such a logo could be an optional component in clothing, again only creatable by factioned tailors, and only to their faction).
3/ Faction banners craftable
4/ More skill mod clothing that competes with skill tapes (whether through limited-use schematics or new bioengineered tissues)




n'Jessi
former correspondent, former player

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Syzygy-Gorath
Fri Jun 11, 2004 11:16 pm
#11

Only one comment: poison/disease is a huge issue now because Combat Medics are rediculously imbalanced (I'm allowed to say it, I mastered almost 7 months ago and have yet to drop a skill ) … one would hope that during the CB this issue will be addressed, and poison/disease resistance will be no more desireable than any other state resistatnce. So maybe naming it specifically is going to end up with us shooting ourselves in the foot by getting something that's more or less useless the second we get it.



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

ArthurDentOnBria
Fri Jun 11, 2004 11:44 pm
#12


The reason why I mention the poison/disease thing is actually with the CB in mind. During fanfest they addressed this issue, and made it clear that they did not think that combat medics were overpowered, but simply that there were not enough ways to resist/innoculate against it. They mentioned specifically that they planned to make this a skill mod that people would have. My thinking was that it would be nice if we had some role in this very important upcoming change. It'd definitely a long shot, but what the heck.

Message Edited by ArthurDentOnBria on 06-11-2004 11:46 PM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Akaara
Sat Jun 12, 2004 4:15 am
#13

Please leave in the poisen/disease part. I am hoping that maybe, just maybe we could fill a gap here. Make it big bold print so it stands out.



_____Chiana_________________________
JEDI ELDERCL 90

Sying ~ Master Entertainer

Nikeesha YMaster Tailor

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