Star Wars Galaxies
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- Developer: LucasArts / SOE Austin
- Genre: Sci-Fi
- Status: Final
- Platforms:
- Website: http://starwarsgalaxies.station.sony.com/
- Retail Price: 29.99 BUY IT
- Monthly Fee: 14.99
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Star Wars Galaxies » Game Suggestions » Tailor Crafted Armored Clothes, using Armor-smith Crafted Cores
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Thorkahn 3/06/08 6:59:24 PM
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Novice Member
Joined: 3/05/08 |
Tailor crafted armored clothes using AS crafted cores. Just need slots for the cores in the clothes, and for the clothes to retain amor stats.
BIO Engineer Combat Tissues back and given to Engineer. Both Tailor and AS can use these tissues to add up to two mods to armor or clothes. I use old ones now with the current RE system, using the TN mod on clothes. I am asking that they add this ability for armor as well. Allow all professions to mix and match clothes with armor to create the look they want. Jedi clothes only and shirt and chest would not stack. This would require that issues with current armored clothes, IE the shirt slot being bugged and the use of cyber arms, has to be fixed. As part of this publish, make availabe new craftable head wear. Introduce allot of the games wearables that are not currently craftable. Create a head wear item that is invisble yet can have armor stats. Changes like this would give us all the visual diversity we want. Why these changes?
BE tissues are one of the biggest consumers of creature resources and this encourages group hunting. Creating the link between Tailor, AS, and Engineer creates new interdependency between crafters. Allowing a tailor to make armored clothes, allows Jedi equal access to crafted armor for base stats. This is a real step in the direction of balance for combat profs. Allowing all combat profs to mix and match armored clothes with armor, (Jedi Clothes Only), gives all toons the visual diversity we have asked for, and the game should already have. Jedi being limited to clothes only means that armor wearing toons (Non-Jedi) still have a 4 socket advantage in the arms and an extra exotic slot in the chest plate. See this thread to understand how looted jedi armored clothes currently work in the game now:
http://forums.station.sony.com/swg/posts/list.m?start=0&topic_id=256310#2924514 Why excuses do not apply. 1. SOE / LA have the resources to do this. The art work is already in game and armored clothes already exist in game and co-exist within the current armor and combat system. Just not craftable. 2. Since SOE can make new in game craftable stuff, as in the new BM system, then why not do this? 3. Nothing about this idea has a negative impact on the game. 4. Really only requires the modification of existing craftable item schematics. To minimize total effort, could limit this functionality to most popular pants, shirts, jackets, vests, cloaks, skirts, dresses and robes. 5. This is not a Jedi only change. 6. Spies, smugglers, and officers fighting in clothes is Star Warsy and Iconic. 7. Don't allow revealing wearables to have armor so that we don't have dorks running around in Hawt Pants.
8. This is not a nerf to Elder Robes as it is a trade off. While you could get armor stats as good as Elder Robe, for Energy Kenitc only, you could not get the buff or the same stat bonuses.
No way would tailor crafted armored clothes, using AS crafted cores, make the Elder Robe or jedi robes usesless.
Elder Robe will always be special for several reasons.
-The stats and buffs cannot be duplicated by a crafter. -The armor stats cannot be duplicated by a crafter. Only PreNGE jedi can even have it, period. -The wearable item cannot be crafted by a tailor. An Elder reward will never be a good reason or excuse for not doing something. |
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RelCenturica 4/29/08 9:52:53 PM
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Novice Member
Joined: 9/19/04 |
SOE no likey interdependancy. Too haaarrrrd. They screwed up Tailoring so badly. I was a Master Tailor back in the day... and we used BE tissues to make some really sweet things... and skill tapes. |
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| "There's one MMO developer that doesn't want the money put in front of them - SOE" |
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