Adding Tissues to Tailor

Adding Tissues to Tailor
  • Thread starter Thread starter Miau
  • Start date Start date
  • Open Artisan 
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Enable tailor BE tissues.

Update BE tissues to reflect Resto stats.


Reference: https://phendrena.wordpress.com/star-wars-galaxies-tailoring-catalogue/be-clothing-enhancements/
Justification
Helps new BE get established by having something they can sell before end game pets.

Gives Tailor gameplay utility.
Motivation
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I am a simple tailor.
Tailor has a latent cross-class system with BE where stats can be embedded into clothing. I'd really like to see this enabled because it gives Tailor some much needed gameplay utility beyond fashion.
 
This has been discussed and ideas floated. So far nothing has been decided/coded by the devs.
This PV lacks a real code change that can be debated, or implemented. You need to offer specifics, not a general call to "do something".
The issue is, we can't add BE tissues that would compete with what SEA makers craft. The tissues would be too cheap and wipe out the more complex SEA crafting. The BE tissue would have to be for something different.
 
That is not an issue for 2 reasons:
1. SEA can be applied to tissued clothing.
2. Other than Tensile Resistance, they have no overlap with Resto SEA exotics.
 
Specifics, give something concrete.
As I said before, this idea, adding taylor tissues, has been discussed, and general consensus seems to be favorable. We don't have it yet because of two reasons, nothing specific has been proposed, or agreed on, and two, it doesn't seem to be a priority to the Resto devs. They choose to use their time on other things.
 
I think for this one specifically it's better to ask for the idea and not specifics. Upvoted.

Some times if you add specifics it can make the idea worse and be downvoted because people don't like the stats suggested, but just saying they should add stats and bio-engineering to tailor is a good idea.

I think it personally would be cool to add lesser exotics to the list and create your own.
 
They are in the reference link in my OP.

Synth Cloth (SC) Tissues – Non-Combat:​

  • Enhanced Myoflex (musician/dancer healing skill)
  • Active Biosensors (wound/injury treatment)
  • Active Tranquilizers (taming wild/vicious creatures)

Reinforced Fibre Panel (RFP) Tissues – Combat:​

  • Coagulant Agents (bleeding defence)
  • Fear Release (warcry/intimidation bonus)
  • Scent Neutralization (camouflage/maskscent bonus)
  • Mimetic Circuitry ( cover bonus)
  • Tensile Resistance (melee/stun defence bonus)

So basically you did this on another server and want the above to be applied here as well?
 
Personally I would like something like this implemented, but I agree with Savacc it does not need to be cookie cutter. And needs to Focus on the Bio engineer not the tailor, the Tailor just benefits from the end product of the tissue. So with that said focus should be in what the BE truly has in the skill tree's. Healing, Scouting/Forage, Creatures.

Healing: Stim pack Round time reduction -25% the Bio Engineer crafts stim's with this understanding of special tissues BE can improve efficiency. (will stack with food) (PVP Players Benefits)

Scouting/forage: Bio Engineer's have improved understanding of Iso's and Lyse components, +10% bonus in quality for harvested and foraged Iso's and Lyse. (BE Benefits)

Creatures: Bio Engineered pheromones, Mask scent will not break during extracting DNA (Action). mask scent power and duration is the same. (BE Benefits)

Creatures: (Harvest) slight bonus to creature collections. Hide, meat, bone, egg, milk 5% bonus to received collection item during the activity due to Bio Engineers understanding of Creature anatomy and environment/habits. (CH Benefits)

I would limit this to just the shirt (dev work) and only have one tissue active for the activity your doing.
Feel free to add on to this list

have skin in this PV
Tailor: Stitches
 
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It's the reason I said lesser used exotics. It has Terrain Negotiaton, Melee Defense, Ranged Defense, Bleed Resistance and Absorption. Things people just never would use now because there are way better exotics.

Camouflage was another one.

Mask Scent.

Creature Harvesting; yep.

(All the Elemental Penetrations even though they are not added yet are probably something that will be set aside for other exotics.)

Defense Vs Stun / Dizzy I believe were other ones.
 
Some kind of Bio Engineer / Tailor system is being considered by the development team, though likely not the original live implementation. I did submit my own proposal as well on this.
 
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Personally I would like something like this implemented, but I agree with Savacc it does not need to be cookie cutter. And needs to Focus on the Bio engineer not the tailor, the Tailor just benefits from the end product of the tissue. So with that said focus should be in what the BE truly has in the skill tree's. Healing, Scouting/Forage, Creatures.

Healing: Stim pack Round time reduction -25% the Bio Engineer crafts stim's with this understanding of special tissues BE can improve efficiency. (will stack with food) (PVP Players Benefits)

Scouting/forage: Bio Engineer's have improved understanding of Iso's and Lyse components, +10% bonus in quality for harvested and foraged Iso's and Lyse. (BE Benefits)

Creatures: Bio Engineered pheromones, Mask scent will not break during extracting DNA (Action). mask scent power and duration is the same. (BE Benefits)

Creatures: (Harvest) slight bonus to creature collections. Hide, meat, bone, egg, milk 5% bonus to received collection item during the activity due to Bio Engineers understanding of Creature anatomy and environment/habits. (CH Benefits)

I would limit this to just the shirt (dev work) and only have one tissue active for the activity your doing.
Feel free to add on to this list

have skin in this PV
Tailor: Stitches
I think any system that is created should benefit both Bio engineer and Tailor (near) equally.
 
Some kind of Bio Engineer / Tailor system is being considered by the development team, though likely not the original live implementation. I did submit my own proposal as well on this.
Good to know. Thank you Philo. I'm excited to see what they come up with because the vehicle upgrade system for DE is so well done.
 
I think Tailor needs more specifically Tailor products. Maybe then we can stop the requirements of Armorsmith being handcuffed. I've always been miffed when SONY implemented the change where we had to have fiberplast and reinforced fiberplast produced by Tailor. None of our products are required for any other profession. SO ya, upvoted.
 
I'm all for adding more interplay to crafting, though I do feel like BE needs a shakeup as a whole but that is a different matter altogether

Upvoted. Id like to see baked in bonuses for clothes as long as they're not combat focused. Scout/entertainer/wound healing etc