Tailor Archive
Thread: We need more choices in Field Line for Reinforced Panels
The Field line is pretty limited in making enhanced clothing. I'm sick of the choice of three shirts, a few jackets and a few pants. People want to wear more then this. And nobody wants to where suits since it limits your choices in getting multiple ehancements on pants/shirts.
Nobody wants the bandoliers, everyone needs their backpacks.
Wookies choices are just fubar period.
This bio enhancement thingy wasnt very well planned out.
I also critical 2x more then usual now also, with a good tool and 40+ station.
Prices for bioenhanced cothing is:
+16 bleeding cloth in a shirt = $16,000 plus shirt cost $500.00 total $16,500.00
+16 Injury/wound healing pants = $16,000 + 4 melee defense + 15 stun = $15,000 x 2(panels used) + pants costs $2,000 = $48,000.00
For bio engineers to make this pain in the arse type of tissue, for us to make this pain in the ass type of cloth and to CONTINUE to supply it, you better be charging the credits that will afford you to be able to BUY the multiple resources you need to make this stuff.
Don't give it away, cause this is your top top of the line for at least 6 months, they ain't looking at tailoring improvements for awhile I'm sure.
Zakker/Ahazi
At least we can make bio clothing,,
dont expect a lot more real soon,,
There are three different skill enhancements that BEs can make for Synthetic cloth, and they can make a lower and higher version of each. Those are Myoflex (music/dance wound healing), Biosensors (injury/wound treatment), and Tranquilizers (taming wild/vicious creatures). Tranquilizers are rarely seen, because both levels require milk.
There are five different skill enhancements that BEs can make for Reinforced Fiber Panels, and most have a lower and a higher version. Those are Confidence Cloth (Intimidation/Warcry), Constrictor/Coagulant (Bleed defense), Visual Camouflage, Scent Camouflage, and Toughened Fibers (Melee/Stun Defense).
On the other hand, there are only 24 schematics that tailors can use RFPs in, while there are 116 schematics that use Synthetic Cloth. More to the point, only half of the schematics that take RFPs take a single, unique one in any slot, and three of those are bandoliers which few people wear because they aren't compatible with backpacks. I'm not going to bother counting, but there are probably at least 50 schematics that take a single synthetic cloth.
So the fact is, we have the most choice of enhancements where we have a severely limited choice of clothing items. This seems a bit backward to me.
Actually, it's much worse than you state, you are sugar-coating it to the extreme, lol.In all honesty there is 1 "legit" tissue that goes into synthetic cloth: active bio sensors. You can't count tranquilizers since milk is non-existant, and the market for myoflex is nearly non-existant, so it is useless. Keep one crate of myoflex in your inventory and it will last you a month.
All wookiee clothing except one of the worst, ugliest pieces take only synthetic cloth, so unless the wookiee is a medic, he/she is pretty much SOL.
I've sold a lot of shoulder pad/bandolier combos to wookiees, but that is really all you can do for them unless they have medical skill.
As for the rest, you'll sell a zillion spec ops/cammo combinations and a lot of formfitting undershirts and desert command jackets and little else.
Ok ok, let's be constructive, here's how I'd fix this mess:
1) Make mask scent/cammo go into synthetic cloth, this is a "scout" item, not necessarily a "combat" item anyway, so this change is justifyable.
2) Add synthetic cloth to the schematics of cloaks (this is a no-brainer)
3) Change gunman's duster so that it uses 2 cloths + 2 rfp's instead of 4 cloths (it's fieldwear after all)
4) move these wookie items into "fieldwear" (if they're not already)and replace their synthetic cloth requirements with rfp: battle padding, heavy shoulder pad, crested battle padding, traveller's helm, tree-dweller's hood. These are clearly "combat themed" items anyway, so this makes sense.
5) get rid of the "milk" requirement in the tranquilizer schematic and replace it with some type of specific flora (greens, berries, etc.)
6) Move "muscle shirt" into fieldwear and make it take an RFP. It's redundant with the flex-form shirt for the most part anyway (when done in a solid color, it looks identical)in the casualwear line, and many combat-types love to wear this.
7) Make it so that you can wear bandoliers at the same time as packs. We've been asking for this long before BE tissues got fixed.
Everything else I'd keep the same. don't want to go totally ga-ga with the tissues.
Xelene wrote:
But really, look at it this way:
There are three different skill enhancements that BEs can make for Synthetic cloth, and they can make a lower and higher version of each. Those are Myoflex (music/dance wound healing), Biosensors (injury/wound treatment), and Tranquilizers (taming wild/vicious creatures). Tranquilizers are rarely seen, because both levels require milk.
There are five different skill enhancements that BEs can make for Reinforced Fiber Panels, and most have a lower and a higher version. Those are Confidence Cloth (Intimidation/Warcry), Constrictor/Coagulant (Bleed defense), Visual Camouflage, Scent Camouflage, and Toughened Fibers (Melee/Stun Defense).
On the other hand, there are only 24 schematics that tailors can use RFPs in, while there are 116 schematics that use Synthetic Cloth. More to the point, only half of the schematics that take RFPs take a single, unique one in any slot, and three of those are bandoliers which few people wear because they aren't compatible with backpacks. I'm not going to bother counting, but there are probably at least 50 schematics that take a single synthetic cloth.
So the fact is, we have the most choice of enhancements where we have a severely limited choice of clothing items. This seems a bit backward to me.
Great suggestions Arthur - but wouldn't it be a heck of a lot easier to just add the additive to the final piece instead of to cloth?
That was my recommendation long ago. Would cut down on all the stacking issues - and anyone could have anything with any bonus on it.
Given the +25 cap - that's really not overpowering any way you cut it - be much more efficient all round and not nearly as wasteful on some schematics.
From the tailoring end - this isn't nearly as much about the bonus - as it is about style choice. Trying to explain what goes into what is what inspired my catalog, and even with that - customers are still royally confused. It just doesn't make a ton of good sense to restrict style choices by bonus.
It's a lovely complex system - but there comes a point when you've overtinked the plumbing.
ArthurDentOnBria wrote:
5) get rid of the "milk" requirement in the tranquilizer schematic and replace it with some type of specific flora (greens, berries, etc.)
We think we found a source for milk on Valcyn. Marauders on Endor. As long as their human, kill 'em. We're getting a group together to head to Endor to test this out and will gladly let the rest of you know as soon as it's verified.
A-Ti
Valcyn Server