Tailor Archive
Thread: Tailor related CU questions
hmm how to make them into questions..
BE tissue- Why isn't this an optional slot or two instead of componant addin?
{with cybernetics, armor restrictions, and professional restrictions..making it so only certain clothes take certain tissue is completely un realistic for a Tailor, always has been}
Modded clothes- is +25 still the limit for what a mod may add to your skill?
{and what are the 'real' skills now..what does and is actually accepted and coded into the game}
Color- As armor is no longer allowed to be decorative now is the timeI beg for full pallettes..
{or mayhap allow AS to craft armor shells, liike alike peices with zero stats..not my choice but dangit..boots need color!}
what's the deal with clothing decay? Is it intended at all? Is it intended to only be certain hit zones or clothign items?
2) What is going on with decay? Is decay intended and is the decay rate intended?
3) Do old modded clothes work, or are they useless if the underlying tissue has been changed?
Gyopi wrote:
We might have the opportunity to get 3 questions about the CU changes involving our profession answered. List your questions and I will try to compile a list of the top 3 and send them on! Try to keep them CU related and not things like "when will we get more clothes?".
NJ62 wrote:
1) What have existing "old" (crated) BE tissues been changed to? Please provide a conversion list.
off the top of my head:
mask scent/cammo => mask scent/cammo
creature taming/taming vicious => creature taming/taming vicious
dance/music healing => battle fatigue healing
warcry/intimidate => unarmed damage/terrain negotiation
cover => surveying
injury/wound treatment => augmentation/cure efficiency
stun/melee defense => ranged/melee defense
bleed defense => healing efficiency
they are all converted "value-for-value".
2) What is going on with decay? Is decay intended and is the decay rate intended?
3) Do old modded clothes work, or are they useless if the underlying tissue has been changed?
useless. I posted this in the bug thread in the now deleted forum, but I got a red-name'ed reply saying that they have not done any such conversions (presumably for both skill tapes and bio-modded clothing) but that they would consider doing such a thing at some point in the future.
ArthurDentOnBria wrote:
NJ, I can answer 2 of your three
NJ62 wrote:
3) Do old modded clothes work, or are they useless if the underlying tissue has been changed?
useless. I posted this in the bug thread in the now deleted forum, but I got a red-name'ed reply saying that they have not done any such conversions (presumably for both skill tapes and bio-modded clothing) but that they would consider doing such a thing at some point in the future.
I guess then my CU question would be a possible time table on these items. For now, i placed a separate vendor labeled "Pre-CU unconverted clothes" and put them in at a slight discount for people do decide the risk for themselves... i don't want to put them on total clearance unless I hear for sure they are useless.
1. Survey tissues, how is the bonus supposed to work.
2. Is there decay or not?
3. Is it possible to convert some armor into wearable clothing?
With the new diminishing returns concept, is the maximum enhancement (for any stat) still +25?
When are they going to fix the new tissues?
1. Currently decay seems to only affect certain items with a high rate of decay, why?
2. When will all the preCU clothing with mods be converted to CU stuff?
3. Could we get an expanded color palette for all items?
NJ62 wrote:
1) What have existing "old" (crated) BE tissues been changed to? Please provide a conversion list.
2) What is going on with decay? Is decay intended and is the decay rate intended?
3) Do old modded clothes work, or are they useless if the underlying tissue has been changed?
My exact 3 as well!