Description
Template (Game Messages)
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Mechanics
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This document is about game mechanics.
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Clothing Crafting Mechanics
Sockets
Sockets are slots where any player, tailor or not, can drop skill attachment tapes (which are looted) into a piece of clothing. All wearable items with the exception of jewelry could have sockets spawned into them. Clothing can have up to 4 sockets. Generally it's random, but you have a higher probability of making a higher-socketed item as you go up the "tailoring" line. For Domestic Arts items, however, the number of sockets is governed by the level in the Engineering line of Artisan. Artisans with the highest artisan assembly modifiers can create items with up to 4 sockets. Many times people want to use skill tapes as they have bonuses which cannot be obtained by buying bioengineered items.
There has been a recent change to socketing which makes it more unlikely to get 4-socketed items, and most master tailors are averaging 2 sockets per item. Tailoring items may not contain sockets until the player has achieved Tailoring 3. The amount of sockets seems to be capped depending on what level of assembly the tailor/artisan has.
Bioengineered Clothing
Components made by Bio-Engineers are used to add skill modifiers to clothing items. You use them in Synthetic Cloths and Reinforced Fiber Panels as enhancement slot items. Once the clothing component has been created using a Bio Engineered tissue item, the modifiers are transferred into the component and when the component is used to create a piece of clothing, the modifiers are transferred into this as welll. When the clothing is equipped you gain the modifiers. Any item that can accept a Reinforced Fiber Plast Panel or a Synthethic Cloth can have mods added into it. Modifiers added in via multiple (different slot) components stack. Meaning if a clothing item has 2 seperate slots for placing in enhanced subcomponents, then has has two enhanced subcomponents with similar mods placed; it will cause the modifiers to stack in effect up to the cap of 25 per stat. Tissues are restricted by which component they are allowed to go into. The following is a listing of tissues and the component to which they are paired with.
Bio-Engineer Tissues available
For synth cloth:
Passive Bio Sensors
Active Bio Sensors
Myoflex Cloth Treatment
Enhanced Myoflex Treatment
Passive Tranquilizers
Active Bio Sensors
For Reinforced Fiber Panels
Constrictor Cloth
Coagulant Agents
Confidence Cloth
Fear Release
Toughened Fibers
Tensile Resistance
Scent Camouflage
Scent Neutralization
Visual Camouflage
Mimetic Circuitry
Bio Engineer Basic Tissues:
The following have values of +1 to +10 (except melee defense which is +1 to +3)
1. Constrictor Cloth (Bleed Defense)
2. Myoflex Cloth Treatment (gives Wound Healing (Dancing), Wound Healing (Music))
3. Confidence Cloth (gives warcry/intimidation bonus)
4. Visual Camouflage (gives cover bonus)
5. Scent Camouflage (gives camouflage, maskscent bonus)
6. Passive Tranquilizers (gives Taming Vicious Creatures, Taming Wild Creatures)
7. Passive Bio Sensors (gives wound/injury treatment)
8. Toughened Fibers (gives melee/stun defence bonus)
Advanced" Tissues:
The following have values of +10 to +20 (except melee defense which is +2 to +5)
1. Enhanced Myoflex Treatment(gives Wound Healing (Dancing), Wound Healing (Music))
2. Coagulant Agents (gives bleeding defense)
3. Scent Neutralization (gives camouflage, maskscent bonus)
4. Active Tranquilizers (gives Taming Vicious Creatures, Taming Wild Creatures)
5. Active Bio Sensors (gives wound/injury treatment)
6. Mimetic Circuitry (gives cover bonus)
7. Tensile Resistance (gives melee/stun defence bonus)
8. Fear Release (gives warcry/intimidation bonus)
Item Categories
Source References
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