Weaponsmith Archive

Thread: The repairing of items.

NJS
Fri Jan 23, 2004 10:21 am
#1


I feel when it comes to repairing items (Armor, Weapons, Clothing, etc...) That although anyone can repair, there should be no lowering of the Dur. or having the item fall apart if a Master repairs an item that is in their field. I mean would a master Tailor really fail and sewing up a simple shirt? This would save every one a huge amount if money, loss of good items, and frustration. It would also give a another job to Crafting Masters and help people out.




The Force is my ally, and a powerful ally it is...

NJS
Fri Jan 23, 2004 10:23 am
#2



I feel when it comes to repairing items (Armor, Weapons, Clothing, etc...) That although anyone can repair, there should be no lowering of the Dur. or having the item fall apart if a Master repairs an item that is in their field. I mean would a master Tailor really fail and sewing up a simple shirt? This would save every one a huge amount if money, loss of good items, and frustration. It would also give a another job to Crafting Masters and help people out. What are some of your ideas on the matter?




The Force is my ally, and a powerful ally it is...

collateral
Fri Jan 23, 2004 10:26 am
#3

I think they need these variables in place so that people have to buy new weapons/gear. Even the best repair you get drops the condition a bit. Meaning you will have to eventually get some new stuff even with 100% "perfect" repairs. I kinda think it is good the way it is.




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WerrtZer
Fri Jan 23, 2004 10:45 am
#4

Why would you repair clothing when decay or 0 condition does not even affect them?


Personally I hate fixing my old krayt FWG's and see them fall apart on occasion but that's just life.


Armour is the one that p1$$es me off since AS are so hard to even find for a repair. I usually do it myself and have found the best results happen on items that are very near 1% condition. All other times the overall con plummets.





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ArthurDentOnBria
Fri Jan 23, 2004 11:20 am
#5

I agree, but the tool quality also needs to be a factor. A master tailor with 99% effectiveness tool should only fail 1% of the time, and then it should scale down from there depending on the "tailoring" skill and the tool quality imho.



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"
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