Tailor Archive
Thread: Healing Efficiency RFP's???
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ZahrIna
Wed May 11, 2005 6:37 am
#1
I am very curious as to why they put the new "healing efficiency" in RFP's instead of Synth. All other healing mods are in synth cloths.
Actually, now that there are no restrictions (the old 4max on melee), other than the 25pt max cap, I truly don't understand why we can not put ALL mods in either cloth. Better yet, let us just use the tissues in an extra "mod" box when crafting ora new component cloth to craft with the tissues, something like,a "Bio-Engineered Cloth" or an "Enhanced Cloth" that can be an optional component.
IE: Novice Tailor = one 'enhanced cloth', optionalingredient box per item. First level boxes could allow you to put one or twooptional,'enhanced cloth' slotin all clothing items. Maybe keep two per item in each row until master tailor then get threeslots per item. Sure something like this would have to be tweaked to balance it but being we can only add a few specific mods of all mods available, we wouldn't compete with SEA's. It sure would be nice to offer more clothing options to those that want bio-enhanced clothing!! Wookiees come to mind first!
Am I the only one that thinks this is a good idea? Does anyone have any other ideas in general on this or as to why HealEff is an RFP? Feedback is most welcome!! 
Gyopi
Wed May 11, 2005 7:56 am
#2
I am trying to get this changed (or better not having the restrictions we do), but there seem to be some other things that have higher priority. The reason why they are RFPs right now is that they just converted over an old RFP tissue to become this new one. They just changed the mod and the name of the tissue.
NJ62
Wed May 11, 2005 8:26 am
#4
The underlying problem here is the limitations on RFP's, especially fashion-wise. It's frustrating that we will see TKA's in the same three combos of max-rfp clothing.
This has been a problem since the beginning, but now that there is a class of combat characters that MUST wear clothing (along with the n00bs), maybe there will be more of a reason to change it.
This has been a problem since the beginning, but now that there is a class of combat characters that MUST wear clothing (along with the n00bs), maybe there will be more of a reason to change it.
-Devil-
Wed May 11, 2005 2:28 pm
#5
i would be happy if they would make the lower class tissues SC useable and the higher ones RFP useable ... that would open both up to a lot more variety ... and would still give a use for the lower class tissues ... (since there are so many items that they could stack on or be mixed with)
ZahrIna
Wed May 11, 2005 5:49 pm
#6
Thank you for the feedback and participation so far!! I just think with all of the new armor.. armor CERTS, as Jess pointed out, and so many classes relegated to clothing only.. TK, noobs, pure crafters, that this is the time to open up our few mods. Yes, we got new mods and it seems like we have quite a few to some, but it's not overpowering taking SEA's into count.
Maybe I'm one tracking it atm, but I would really like to see bio-engineered clothing be available to everyone, no matter what species (wookiees), or what style they like to wear.
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