PlaneShift
Gameplay => Wish list => Topic started by: PhoenixRizin on November 18, 2009, 10:09:23 pm
-
(3:33:39 PM) ***thob laughs "I think nearly every smith was asked now if he/she/kran knows a good amor smith... there are some.. but I think kaerli prefers a rp amor smith"
(3:38:00 PM) Jonoth_: there will be more if leatherworking and armormaking become active skills
(3:40:23 PM) HTT-Bird: Jonoth_: I know that. :p
(3:40:50 PM) ***Jonoth_ goes to make a detailed post in wishlist
(3:42:58 PM) thob: it will be just the 32452351st... :)
(3:44:16 PM) Jonoth_: yeah, but it will be mine, and I will love it like it was my child. I will hug it and give it milk so it grows up to be big and strong
My thoughts on armor making...
1 rat fur -> process -> 1 leather strip (think ingot)
1 tefu skin -> process -> 1 leather cloth (think stock)
(use ulber fur to make cloak)
1 steel stock -> process -> 1 chain mesh
3 steel stock -> process -> 1 plate piece
Leather Torso = 4 leather cloths
Leather Arms = 2 cloths, 2 strips
Leather Pants = 2 cloths, 4 strips
Leather Gloves 1 cloth, 2 strips
Leather Boots = 1 cloth, 4 strips
Chain Torso = 4 chain mesh
Chain Arms = 2 chain mesh, 2 leather strips
Chain Pants = 2 chain mesh, 4 leather strips
Chain Gloves = 1 chain mesh, 2 leather strips
Chain Boots = 1 chain mesh, 4 leather strips
Plate Torso = 4 plate pieces, 2 chain mesh
Plate Arms = 2 plate pieces, 2 chain mesh
Plate Pants = 2 plate pieces, 4 chain mesh
Plate Gloves = 1 plate pieces, 2 chain mesh
Plate Boots = 1 plate pieces, 4 chain mesh
-
Perhaps armor should not be one size fits all. Surely kran armor would take more material than that for a lemur. Also it would be good to allow for more exotic furs/metals eventually.
What sort of dimensions are you imagining for the strips/cloths? Surely Yliakum rats are large enough to make one human sized glove if not two. a Tefusang would appear to provide enough material to completely clothe a Hammerweilder.
The skill of the leatherworker ought to influence the yield from the carcass.
-
In time I could imagine there being different dimensions, but for the sake of simplicity I think the best way to start out is with the one size approach. Consider also that one can buy a set of armor, and trade it amongst the different races and genders, and that armor changes with them. No need to run and get new plate for a new race.
In terms of piece sizes, I was trying to make it relative to other crafting, making it easier to implement because the way of doing it would be the same. So yeah, it may not be perfectly proportionate, but my intention is to get the skill implemented, then later it can be perfected as the other skills get developed as well.
For exotic furs, again I'd like to see it, but at the moment there are 3 main hides/furs, so I'd keep it to that until more mob types are developed.
-
we have already thought about the combinations they just need to be inserted in an engine readable form. thanks.
-
we have already thought about the combinations they just need to be inserted in an engine readable form. thanks.
Way to end the vibe weltall. :P
-
Perhaps armor should not be one size fits all. Surely kran armor would take more material than that for a lemur. Also it would be good to allow for more exotic furs/metals eventually.
What sort of dimensions are you imagining for the strips/cloths? Surely Yliakum rats are large enough to make one human sized glove if not two. a Tefusang would appear to provide enough material to completely clothe a Hammerweilder.
The skill of the leatherworker ought to influence the yield from the carcass.
If you leave one size fits all behind, i would actually prefer a system where the intended wearer has to be present to try on and see if it fit one or two times during the crafting process. It would promote more contact between the armor crafter and the client and gives a bigger difference between an armor crafter and an armor merchant.