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Re: A Vision of a new armor and protection (updated 12/23/2004)   [ Edited ]
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Glzmo
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Glzmo

Reply 16 of 29

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Finally the discussion gets going

justapilgrim wrote:
here are some comments

Glzmo wrote:
 
1. Every regular (non-factional) armor type will only have resists to one or a maximum of two damage types.
+ It will encourage characters to choose their type of armor wisely depending on the situation it shall be used
+ This will prompt for more diversity in armor
+ It will allow characters to choose which armor is the best for their skills and needs
with only one or two resists, you will see tons of one shot kills, no one wants to get a one shot incap in pvp, they want to pvp, I understand the point you are making, but if one were to go this route it would be better to have only one or two resists be high in each armor, while still providing minimal resists in other damage types
If the weapon damages tweaked as well (which I assume may be the case with the combat rebalance) this would work out. But this is more of a subject for other forums.
Low resists for some non-feature stats of the armor sound reasonable, though.
 
2. There will be new kinds of armor, at least one armor for each damage type that is resisted by current armor. There should also be the full color palette to choose from on each.
+ Diversity of armor should be granted
+ More types of armor to craft, sell and wear
I am all for the color palates, however I don't think NEW armor will help in any way. A rework of existing armors should be more of a priority than making new ones.
I was thinking that the old armors should be used for some resists, and new ones introduced for other damage types to have armor for each type. Besides, the developers have stated before, that new armor will make it's way into the combat rebalance, so I just took the ball and run with it.
 
3. The highest resists any armor will be able to have will be 30% (I assume this is the target mark for the combat rebalance).
+ This will solve the problem of armor being to powerful in battle
even with 30% resists, people will figure out what weapons are best, with 30% resists you will die quicker, why not lower all the damage on weapons so fights last longer?
Lowering the damage is a two-edged sword. While in PVP it would be good, in PVE it would make things even harder, especially since you do not last too long with lower armor. Some more PVP damage reduction could work, though, although I think the changes to weapons and damage should be discussed in the GCW and Weaponsmith forums in more detail.
 
4. Faction armor will stay the same as it is now. It will have (the same) multiple resists with 30% each. Players will still only be able to wear it while overt members of the faction the armor is from.
+ This will make wearing faction armor much more desirable
+ Players still have to be overt and thus have to accept some risk for wearing the best armor
 
 
5. New types of factional armor will be introduced as well. These will include but not be limited to Imperial Scout trooper armor, Swamp Trooper armor Snowtrooper armor, Rebel Trooper armor (the one that is worn by rebel troopers on the Corellian Corvette at the Beginning of Star Wars – a new hope), rebel Hoth armor and more. Colors should also be customizable depending on which colors used in the Star Wars universe. The armor types will be very similar if not the same feature-wise, but look different in appearance.
+ It will give factional armor more diversity so no
+ More authentic Star Wars armor will grant the game a better Star Wars look and feel
we all want faction armor and this is a good thing, I think we all want it to be on par with the best armor available. I think it should only be customizable by the smith
Sounds good. Perhaps it could be like with Shipwrights crafting some Freelancer ships to choose the model to use for the armor.
 
6. Acquisition of faction armor will change. Instead of buying whole armor pieces from faction recruiters, characters will only be able to buy limited-use schematics (the number should be tweaked to suit purposes best) for each part for faction points. These schematics will then be used by factioned armorsmiths to craft the actual armor pieces.
+ This will ensure that factional armor will not harm the income of armorsmith
I think 99% of smiths want to be able to craft faction armor
I believe this is the way to go as well.
 
7. To craft factional armor, the armorsmith will have to be an overt member of the faction the schematic belongs to at the time of crafting.
+ It will allow armorsmiths to take a bigger role in the Galactic Civil War
+ This will ensure that only loyal members of the faction will make money with war materiel
+ It will bring them in danger of being a known maker of war materiel for a galactic civil war faction and therefore being attacked by the opposite side for aiding the war
I craft in my house/workstation. I don't think being overt will do much of anything, it is a private residence and I wont get ganked while crafting, I do not agree that one should have to be overt to craft, and I dont think it will have any effect on the GCW. Who has ever seen me crafting? I am doing it alone, being overt won't change anything
I believe it is all about the feel of a true GCW. If you craft good factional armor for one war faction, you will certainly impact the galactic civil war, as some soldiers will be more protected than they would be without your armor. Having to be overt to craft the armor would symbolize you being a known provider/creator of war material for one faction and thus make you prone for assasination attempts and such. Of course, you could hide in your house all day, but perhaps when you get out of your house to collect some resources or to bring the goods to the vendor you'll have to watch your back.
In my opinion, it would further the feeling of war, which is good for roleplay. Of course, non-roleplayers wouldn't give a darn about it, but too much of the game is catering to those anyway. A little risk isn't all that bad, especially if you make money of the war.
 
however, I would be for requiring a certain rank in the faction to craft certain armors, like can't make one type of factional armor till I am a colonol or another tyrp once I am a general, etc
I like the idea, but it might be hard for non-fighters to collect enough faction points to gain rank. Altough everybody has his price, so a wealthy crafter can even buy the high rank required, which solves the problem (buying faction points from smugglers, for example ).

Feel free to pitch in more thoughts.

Message Edited by Glzmo on 12-24-2004 05:20 AM

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12-24-2004 05:16 AM  

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Re: A Vision of a new armor and protection (updated 12/23/2004)
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ninjabob42
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Reply 17 of 29

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One thing that I have noticed (and I am guilty of this) is getting buffed just to wear a full suit of composite armor and then constantly wearing it, even though I lack the HAM for it. I think that another good little tweak woudl be that if you do not have the secondary stats to wear the armor, there is a penalty, as in it only will block 50% of its normal, or it will increase the HAM costs for specials depending on the modifier that they have to reamin in the armor. For example I buff and I put on a full suit of 50% composite, which is great, I am slaying everything willy nilly and not taking a smidge of damage. But my buffs wear out after 2 or 3 hours, and I sam still in my armor. My strength and quickness modifiers are then about 500, just to keep my strength and quickness at 1. I am still super armored and can still take only a smidge of damage, and the only damage I take is when I do a special move which costs...say 50 points (due to the 1 in my strength and quickness). I think that first of all, the armor should be half as effective (or a percentage depending on how much over the modifier is, so 500 points over, then 50% of the effectiveness is removed for the armor)
I believe t
01-05-2005 02:20 PM  

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Re: A Vision of a new armor and protection (updated 12/23/2004)
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ninjabob42
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One thing that I have noticed (and I am guilty of this) is getting buffed just to wear a full suit of composite armor and then constantly wearing it, even though I lack the HAM for it. I think that another good little tweak woudl be that if you do not have the secondary stats to wear the armor, there is a penalty, as in it only will block 50% of its normal, or it will increase the HAM costs for specials depending on the modifier that they have to reamin in the armor. For example I buff and I put on a full suit of 50% composite, which is great, I am slaying everything willy nilly and not taking a smidge of damage. But my buffs wear out after 2 or 3 hours, and I sam still in my armor. My strength and quickness modifiers are then about 500, just to keep my strength and quickness at 1. I am still super armored and can still take only a smidge of damage, and the only damage I take is when I do a special move which costs...say 50 points (due to the 1 in my strength and quickness). I think that first of all, the armor should be half as effective (or a percentage depending on how much over the modifier is, so 500 points over, then 50% of the effectiveness is removed for the armor)
I believe this will engourage
01-05-2005 02:20 PM  

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Re: A Vision of a new armor and protection (updated 12/23/2004)
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ninjabob42
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POINT 1 - One thing that I have noticed (and I am guilty of this) is getting buffed just to wear a full suit of composite armor and then constantly wearing it, even though I lack the HAM for it. I think that another good little tweak woudl be that if you do not have the secondary stats to wear the armor, there is a penalty, as in it only will block 50% of its normal, or it will increase the HAM costs for specials depending on the modifier that they have to reamin in the armor. For example I buff and I put on a full suit of 50% composite, which is great, I am slaying everything willy nilly and not taking a smidge of damage. But my buffs wear out after 2 or 3 hours, and I sam still in my armor. My strength and quickness modifiers are then about 500, just to keep my strength and quickness at 1. I am still super armored and can still take only a smidge of damage, and the only damage I take is when I do a special move which costs...say 50 points (due to the 1 in my strength and quickness). I think that first of all, the armor should be half as effective (or a percentage depending on how much over the modifier is, so 500 points over, then 50% of the effectiveness is removed for the armor). Now since my HAM is now 500 of a modifier that will effect my special attack moves, resulting instead of a 50 point special move, something that costs 75 points (increasing by the same percentage that the effectiveness was removed)
It is tiring watching everyone run around in composite armor all the time and I think this will encourage different types of armor use, like ubese, and will reduce the super troopers wandering around all the time in full composite armor, and will help with a more varied use of the armors.
 
POINT 2 - I think that all armors should have a weakness, for instace this set of composite is really good with kinetic, but lacks the energy protection, while this one is resistant versus heat and cold, but the kinetic is lacking. That will make people choose the armor they want, but wont give away the weaknesses, since they are the same. I think that an armorsmith who examines this armor (even from a distance) shoudl get some information on the resistance, since they are familiar with it, and that way , some players will actually learn a little armorsmith for PvP so that they can determine the weaknesses or armor and choose the best attack, be it a cold rifle, or a stun baton.
01-05-2005 02:31 PM  

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Re: A Vision of a new armor and protection (updated 12/23/2004)
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Meplorium
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Reply 20 of 29

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<- Sandbox tester too.
No offense, but their plan is better on paper at least. Not that your plan is bad or anything like that, but I would save that energy and get into beta testing. Then let them have it.

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01-05-2005 02:48 PM  

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Re: A Vision of a new armor and protection (updated 12/23/2004)   [ Edited ]
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Glzmo
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Glzmo

Reply 21 of 29

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Meplorium wrote:
<- Sandbox tester too.
No offense, but their plan is better on paper at least. Not that your plan is bad or anything like that, but I would save that energy and get into beta testing. Then let them have it.

Interesting. But since I am not allowed to play in the sandbox with you guys and the leader of the exclusive sandbox club prohibits you to even talk about what happens in there, I guess I won't be able to judge for myself which plan is better.

As for beta testing, I have already applied, but how can I be sure I will be selected?

So what I will do now is to keep my thread going so there is something that already has been discussed that I can present if I was to be chosen to test what the developers have planned.

Thank you for the friendly advice, though, I do appreciate it

Message Edited by Glzmo on 01-05-2005 06:48 PM

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GLZMO - visionaire extraordinaire, self-proclaimed guardian and enforcer of roleplay and Star Wars continuity in Star Wars Galaxies
Click here to read and support these Visions to improve and possibly save SWG!
"If you think somebody with the Smuggler Profession in SWG is a smuggler you likely think an ox is a full bull."
01-05-2005 06:47 PM  

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Re: A Vision of a new armor and protection (updated 12/23/2004)
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justapilgrim
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Reply 22 of 29

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CU plan is better
 
<----sandbox tester too

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01-06-2005 04:11 AM  

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Re: A Vision of a new armor and protection (updated 12/23/2004)
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majorslappy
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Sorry G.  I have to part company with you on this one.  Eliminate 90% of the armor in the game.  Very uncinematic and very un starwarsy feel with all this armor in the game.

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01-19-2005 05:57 PM  

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Re: A Vision of a new armor and protection (updated 01/20/2004)
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Glzmo
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Glzmo updated the main post:
 
8. Have armor encumberance/restrictions mean something. Have heavy armor restrict movement and the ability to do as many special moves as well as lower agile defenses, like dodge, melee defense, counterattack.
+ It will make people think twice wether to use armor or not, depending on their preferred style of play

=======xgggggggggggggggggggggggg)
"I am the Senate."
GLZMO - visionaire extraordinaire, self-proclaimed guardian and enforcer of roleplay and Star Wars continuity in Star Wars Galaxies
Click here to read and support these Visions to improve and possibly save SWG!
"If you think somebody with the Smuggler Profession in SWG is a smuggler you likely think an ox is a full bull."
01-19-2005 10:00 PM  

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Re: A Vision of a new armor and protection (updated 01/20/2004)
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Okram2k
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Reply 25 of 29

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personally, I think posting "what I want armor to be" posts are really a waist of effort. It may be good, it may be bad, it may be half and half, but the CU plan is already set, and you may be close to it, you may be far away from it, but you are preaching to the sand when you start shouting for changes because, changes are coming, the changes are really good, they will address problems like everyone wearing comp, people becoming invincable, lack of diversity, lack of faction armor, faction armor being worthless, ect., and you just have to wait and see.

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01-20-2005 01:27 AM  

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Re: A Vision of a new armor and protection (updated 12/23/2004)
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OmegaZeuS
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Reply 26 of 29

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Glzmo wrote:
however, I would be for requiring a certain rank in the faction to craft certain armors, like can't make one type of factional armor till I am a colonol or another tyrp once I am a general, etc
I like the idea, but it might be hard for non-fighters to collect enough faction points to gain rank. Altough everybody has his price, so a wealthy crafter can even buy the high rank required, which solves the problem (buying faction points from smugglers, for example ).

Feel free to pitch in more thoughts.

Message Edited by Glzmo on 12-24-2004 05:20 AM




What about: If an armorsmith crafts a factioned armor type, he gets faction points for it. That would also encourage armorsmiths who cannot take part in actual battles to craft armor and still gain faction in order to be a part of it all.

As for the skeptic sandbox testers.... ok, ok, I understand you have the best view of what's happening and I'm sure SOE can brainstorm for itself, but what if a good idea pops up that you like? I'm not saying I agree with the ENTIRE idea, but you have to admit that SOME of the small tweaks and little things might make it more enjoyable while not making it impossible or frustrating. I also know you cannot talk about WHAT you are testing, but you could at least say if you find certain aspects interesting or not and actually offer better suggestions you can think of rather than making the thread longer for no apparent reason other than putting a good man down for trying.

Someone has to start somewhere and whining won't do much good, that's why I like this discussion thing, not the flaming thing and the boasting thing that makes me sad

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03-05-2005 11:17 PM  

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Re: A Vision of a new armor and protection (updated 01/20/2004)   [ Edited ]
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boceifus2000
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Reply 27 of 29

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Glzmo wrote:
I have been thinking about the combat rebalance and as the developers have stated that it will bring changes to armor, I have been thinking about how such changes could look like, be more fun and bring up the importance of factional armor like stormtrooper armor. Finally, a vision formed in my thoughts and decided to write it down.
 
1. Every regular (non-factional) armor type will only have resists to one or a maximum of two damage types.
+ It will encourage characters to choose their type of armor wisely depending on the situation it shall be used
+ This will prompt for more diversity in armor
+ It will allow characters to choose which armor is the best for their skills and needs
 
2. There will be new kinds of armor, at least one armor for each damage type that is resisted by current armor. There should also be the full color palette to choose from on each.
+ Diversity of armor should be granted
+ More types of armor to craft, sell and wear
 
3. The highest resists any armor will be able to have will be 30% (I assume this is the target mark for the combat rebalance).
+ This will solve the problem of armor being to powerful in battle
 
4. Faction armor will stay the same as it is now. It will have (the same) multiple resists with 30% each. Players will still only be able to wear it while overt members of the faction the armor is from.
+ This will make wearing faction armor much more desirable
+ Players still have to be overt and thus have to accept some risk for wearing the best armor
 
5. New types of factional armor will be introduced as well. These will include but not be limited to Imperial Scout trooper armor, Swamp Trooper armor Snowtrooper armor, Rebel Trooper armor (the one that is worn by rebel troopers on the Corellian Corvette at the Beginning of Star Wars – a new hope), rebel Hoth armor and more. Colors should also be customizable depending on which colors used in the Star Wars universe. The armor types will be very similar if not the same feature-wise, but look different in appearance.
+ It will give factional armor more diversity so no
+ More authentic Star Wars armor will grant the game a better Star Wars look and feel
 
6. Acquisition of faction armor will change. Instead of buying whole armor pieces from faction recruiters, characters will only be able to buy limited-use schematics (the number should be tweaked to suit purposes best) for each part for faction points. These schematics will then be used by factioned armorsmiths to craft the actual armor pieces.
+ This will ensure that factional armor will not harm the income of armorsmith
 
7. To craft factional armor, the armorsmith will have to be an overt member of the faction the schematic belongs to at the time of crafting.
+ It will allow armorsmiths to take a bigger role in the Galactic Civil War
+ This will ensure that only loyal members of the faction will make money with war materiel
+ It will bring them in danger of being a known maker of war materiel for a galactic civil war faction and therefore being attacked by the opposite side for aiding the war
 
8. Have armor encumberance/restrictions mean something. Have heavy armor restrict movement and the ability to do as many special moves as well as lower agile defenses, like dodge, melee defense, counterattack.
+ It will make people think twice wether to use armor or not, depending on their preferred style of play

Message Edited by Glzmo on 03-11-2005 12:36 AM


I think it highly unlikely that selling armor pieces instead of schematics would affect any good armor smith.  Not everybody is involved in the GCW so not everybody can buy or wear the armor.  Besides, rebels can't buy a full set anyway, some pieces are missing and those that are involved don't always run around perma overt (special forces now).

Message Edited by boceifus2000 on 03-12-2005 01:13 PM

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03-12-2005 11:11 AM  

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Re: A Vision of a new armor and protection (updated 03/12/2005)
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Glzmo
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Glzmo

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Main post update:
- Slightly changed the post to reflect the GCW changes (combatant and special forces status)

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GLZMO - visionaire extraordinaire, self-proclaimed guardian and enforcer of roleplay and Star Wars continuity in Star Wars Galaxies
Click here to read and support these Visions to improve and possibly save SWG!
"If you think somebody with the Smuggler Profession in SWG is a smuggler you likely think an ox is a full bull."
03-12-2005 01:04 PM  

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Re: A Vision of a new armor and protection (updated 03/12/2005)
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SaatoKhaar
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Reply 29 of 29

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I wanted to add my two-cents to this, on a somewhat irrelevant note.
 
One thing I've noticed is that most Jedi choose not to wear their robes as they are uniform, and quite simply; they're boring.  I think it'd be really cool if Master Tailors could craft Jedi robes.  This way they would be able to make small alterations to them, like color scheme and such.  They should still be restricted to Jedi class, but it'd give a little more demand to the Tailor profession, which seems to be falling off a bit.

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06-23-2005 04:22 PM  

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