Tailor Archive
Thread: Devs: Want to make tailoring important and vital to the player economy?
Bleed, and combat modifiers on clothing should be able to be used in conjuction with armour.
Hmm, a full suit of clothing minus head, hands, feet, jackets, vests, robes, cloaks? What does that leave? pants and a shirt? So doesn't this request boil down to "please alow people to wear pants under armor"? I'm not sure how much sense that makes though. I would settle for the ability to perhaps wear a duster over the armor. I've gotten a number of requests for that. Both for fasion purposes as well as defense.
iamarebus wrote:
Allow Player Characters to wear a full suit of clothing (minus head, hands, feet, jackets, vests, robes, cloaks) UNDER armour. The tailors who are heavily involved in Bio-engineered clothing are always losing bussiness due to this fact.
Bleed, and combat modifiers on clothing should be able to be used in conjuction with armour.
It would be nice to have a selection of armor compatible clothing. Namethe catagoryunderclothes or something and have just a few types of each.
Undershirt, underpant, booties, gloves, and a balaclava type hat. All skin tight like the skin suit is.
Heck, we could even have a novice level of each type, and a master level of each type. Novice would require 1 synth, 1 RFP, and some fiberplast and metal. Master would require 1 synth, 1 RFP, 1 Synth, 1 RFP, and some fiberplast and metal.
Would give the master clothing an edge over the novice in that you could get stacking mods in the master, but not in the novice.
As for jackets over armor, it would require a whole lot more work on their part. With underclothes all they need is to use the skin suit mesh, the only coding/art needed would be for the balaclava. To make a coat fit over armor would require them to redo the mesh for a coat, or create a whole new coat. Armor right now would stick through any coat we wear all over the place.
But yeah, it would be nice to wear a duster over armor
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