Tailor Archive

Thread: Experimentation and repair

Destryr
Thu Sep 16, 2004 4:23 am
#1

Sorry im not a tailor but..

Is there any point in experimenting on clothing?

Is there any point in repairing clothing except BE tissued clothes?

if the answer to the above two queries is no...how come?

Without the need or use of experimentation all clothes are of a standard so there is no point repairing them because they are nothing special.

Have you asked or been offered a way to continue making money and put some worth into your products with experimentation?
I initially thought that tailors could make jedi robes..high decay, expensive materials (means they arent throw away and need repairing by allmost everyone except the insanely rich) and maybe even put some resists on them with your experimentation.
ie loosely woven (poor experimentation) has very low resists
closely woven tight stitching (high experimetation) high resists



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IKIDRO
Thu Sep 16, 2004 4:37 am
#2








Destryr wrote:
Sorry im not a tailor but..

Is there any point in experimenting on clothing?
You can only experiment on wookie armour padding but as I know a few Armoursmiths I do this quite a lot.
Is there any point in repairing clothing except BE tissued clothes?
Not IMO but clothes with BE enhancements and SEA's sure especially the SEA's
if the answer to the above two queries is no...how come?

Without the need or use of experimentation all clothes are of a standard so there is no point repairing them because they are nothing special.
All clothes are the same condition when made with no realtion to skill of the tailor or how good the rescources used were.
Have you asked or been offered a way to continue making money and put some worth into your products with experimentation?


Not sure what worth experimentation could put in for us unless using the best rescources could increase intitial condition of the item. But them item decay is a sore point with some tailors what with zero cond clothes still being equippable( I would like repeat custom when people wreck clothing). Adding experimentation would add the need for tailors to gather high quality materials, the burden of which we are free of for the most part ATM.
I initially thought that tailors could make jedi robes..high decay, expensive materials (means they arent throw away and need repairing by allmost everyone except the insanely rich) and maybe even put some resists on them with your experimentation.
ie loosely woven (poor experimentation) has very low resists
closely woven tight stitching (high experimetation) high resists


HmmI wishI would just settle for a hooded robe/cloak with the hood up












IKIDRO
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Naboo
Nema0879
Thu Sep 16, 2004 9:43 am
#3

I was wondering if assembly affects anything in crafting clothes?




~~~The only place success comes before work is in the dictionary~~~
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Jynn_Seidai
Thu Sep 16, 2004 10:38 am
#4






Nema0879 wrote:

I was wondering if assembly affects anything in crafting clothes?






Higher assembly skill gives you a lower chance of critical failing when you are creating an article of clothing.



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