Tailor Archive

Thread: Suggestion to make clothing more Important and viable in a combat oriented galaxy

bigmacdaddy12
Thu Jul 22, 2004 10:42 pm
#1

What I would like to see for this game:

1. Not necessary to wear armor all the time even when fighting some decently challenging stuff:
- as it stands right now if I were to go to the nightsister caves on dathomir in a group unarmored I'd basically be playing russian roulette. Because the second that something hits me it will likely kill me.
- I think that it shouldn't be necessary to be buffed, brandied and fully armored to go with a group on a group hunt. Basically I

How to fix this: (a few possible solutions)
- lower the damage that the high end mobs do per hit, make things challenging by having more enemies that do less damage than a few enemies that do crazy damage. This way if your soloing you may have a hard time and will require all the buffs and brandy and stuff to survive. Yes there is a lag issue, but c'mon some things have around 300k ham and hit for around 2000 damage per hit. There is no way a group of 20 people without full armor could take one on.
- another suggestion is to have it so that armorsmiths can make plating that can be inserted into some articles of clothing to give very small resists. Perhaps you can make a reinforced shirt that has a 4% resist or something. Its not armor level by any means but its something to absorb damage. Or make a bunch of the clothing that currently exists like the ubese shirt. The ubese shirt for those who don't know is considered light armor and those who where it will have it absorb around 50% of the damage delt to the wearer. But this is only for the chest piece. But if a tailor could be supplied by an armorsmith and add armor attachments to clothing they could give some types of clothes light armor resists. So instead of wearing armor all the time you could wear some reinforced field wear. I would recommend it for field wear but not for casual or formal wear. This would provide players with some decent resists if they are hunting in a group, and they can have a bit more variety then everyone wearing composite.

- this will also be good because for a change the almighty armorsmith will for once be a supplier of another profession. As of right now nothing the armorsmith makes is used in the crafting of other professions. Bio eingeers and tailors and droid engineers are used to supply everyone with things but the armorsmiths don't supply anything. If armorsmiths could make these reinforcement segments for tailors it may give low level armorsmiths who haven't mastered the profession or can't afford all the specific resourses a possible source of income as well.

- also clothing decay should mean something again and will become more important and hopefully gain repeat business more often.
- and they should expand the bio engineer tapes to inculde resists to: blindness, dizzy, knockdowns, intimidation, etc. Also add ranged defence. These will help improve the functionality and usefullness of clothing. As it stands right now there are no real mods to help the professions out. They all focus on very minute skills for example cover bonus. Only riflemen use it. What about the carbineers and pistoleers. Nothing to benefit them.

Anyways let me know what you guys think.

Jacque Ufaultrades, Master Swordsman, Master TKA, Master Brawler, Scout 1-0-2-0
Uberwookie, Novice Chef, Novice Tailor, Master Armorsmith, Master Artisan, former Master Bio Engineer
teaeffoh
Fri Jul 23, 2004 12:33 pm
#2

wow, u are my hero. I think the same thing.



~~~~Nibs~~~~
bigmacdaddy12
Fri Jul 23, 2004 10:56 pm
#3

what do others think.

I'll also add that for the most part han solo and luke skywalker didn't have to wear uber composite armor to experience high-end content

Jacque Ufaultrades
ArthurDentOnBria
Fri Jul 23, 2004 11:17 pm
#4



Personally, I'd prefer just to see the balance between protection and encumberance be more favorable to us. That alone would suffice I think. For example make encumberance "hurt" more, and perhaps have things like speed and agility mean more when not encumbered. But of course I think it's safe to say that most of us would like to see more bonuses that we could sew into or otherwise add into clothing.


As far as armorsmiths supplying tailors. Not to fond of that idea given past experiences with armorsmiths. Also, I think we need to be careful about that balance issue. Tailors have bio bonuses,armorsmiths have protection. Not sure we want to blurr that line too much.


Also, just wanted to point out some inaccuracies. First, the ubese shirt provides no protection. They say light armor, but in fact are not. Second, armorsmiths are in fact suppliers to another profession: droid engineers.

Message Edited by ArthurDentOnBria on 07-23-2004 11:22 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%


Page 1 of 1
Previous Next