Tailor Archive
Thread: speaking of looted items that SHOULD be craftable...
Last night, I heard a couple guys in my PA chatting, and they were discussing a shirt that one of them had looted (LOOTED) that had several very nice bonuses on it. I don't remember all of them, as I was busy with a customer and in a semi-spammy starport. I thought to myself; why can't I make stuff like that??
Yeah, I realize I "might" be able to make a shirt with the tissue bonuses in it, but I have never seen any of the +5 skill bonuses they were discussing in tapes (most I have seen is +3).
We tailors have suggested in the past (tho I have never seen it on the top 5) that we be able to make skill tapes, that other bonuses be added to the BE tissues line and that we be able to craft bandoliers that work like packs. And I think this would be a great idea, along with having 0/0 clothes fall off a character in rags (I love the mental pic of that animation... a guy is running thru a starport and suddenly is standing in his BVDs....) to breathe some life back into our profession.
just my 2 credits worth
psikobunny wrote:
Recently when Musicians and Dnacers were forced to pay experience for their new content, I began to think of ways that other professions could be given a benefit for doing the same thing. I did it because I feel it's the wave of the future, considering the FS system and the new song/dance. Anyway, I think the idea I had for Tailors was pretty good:
Allow Tailors to craft SEAs but require somone to "pay" experience into the process. Either through going to an NPC and paying their experience points into a holocron or similar device, then giving that to the tailor, or through an interactive joint crafting process. The amount of Base bonus and the type of skill would be dependent on the skill mods found under the type of xp paid (Swordsman pays 900k two handed experience into a holocron., the holocron could then make an SEA for two handed skills and have a base of +9). Then, the Tailor could experiment the bonus higher, but have this be a very difficult and risky proposition (make City bonuses, FS crafting skills, crafting foods, high end tools, etc all important again). The last aspect I propose is that the exact skill enhanced is random or semi random, it would definitely be an active two handed skill, but not necessarily two hand speed, to use the above example.
Just tossing this out for edification, thoughts and flames are welcome, but may well be ignored since I don't visit here too often (just a passing BE).
The potential for tailors making alot more credits from other professions would seem to be higher. However, one of the things tailors enjoy, is not having to bother with getting the best polymer, fiberplast and metals out there or even having to bother experimenting. Some might be okay with having to look for high end resources, but many might be opposed to it and feel it doesn't justify themhaving to compete with AS,WS andArtisans for the best resources.That is, if your proposition for tailors experimenting on the SEAs would include needing high end resources along with good crafting tools.
So do you mean that resources quality as well as tool quality would affect experiment outcome? And what tailor level? Would a master tailor get any more experimentation points then one who is still a novice? If that were implimented, these and possibly many other issues wold need to be addressed by the DEVs.
Drazic wrote:
Now, I am probably wrong about this, as the game is a year old now and many things have changed - but as I recall, I had heard that player crafted items in this game were going to be better than looted items....
Last night, I heard a couple guys in my PA chatting, and they were discussing a shirt that one of them had looted (LOOTED) that had several very nice bonuses on it. I don't remember all of them, as I was busy with a customer and in a semi-spammy starport. I thought to myself; why can't I make stuff like that??
Yeah, I realize I "might" be able to make a shirt with the tissue bonuses in it, but I have never seen any of the +5 skill bonuses they were discussing in tapes (most I have seen is +3).
We tailors have suggested in the past (tho I have never seen it on the top 5) that we be able to make skill tapes, that other bonuses be added to the BE tissues line and that we be able to craft bandoliers that work like packs. And I think this would be a great idea, along with having 0/0 clothes fall off a character in rags (I love the mental pic of that animation... a guy is running thru a starport and suddenly is standing in his BVDs....) to breathe some life back into our profession.
just my 2 credits worth
/agree
IMP HATS sould be craftable too, the rest of the uniform looks retarted without the hat and you can ONLY wear the hat when overt