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Item Restrictions & negative props in modded items, What do you think about them?


T7nowhere

Item Restrictions & negative props in modded items, What do you think about them?  

42 members have voted

  1. 1. Item Restrictions & negative props in modded items, What do you think about them?

    • Item restrictions and Negative properties are a stupid idea.
      2
    • Item restrictions and Negative properties help to balance powerfull items in the game.
      11
    • I edit all modded items I download to the way I want them.
      6
    • Used properly restrictions are great.
      23


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I like the idea of a dark side player using a darkside item and getting a bonus and the lightside dont get the bonus or even get a small negative impact. It's alot like the force shield. As a Jedi you fight jedi often and the force shield is useful, but you suffer from it, where as on your other characters they dont suffer nearly at all, but aren't taking full advantage of its abilities either.

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I can see one easy reason why having "female only" restrictions on clothing/armour would fit. Which guys want to wear armour designed for a female? I personally dont want my guy running around wearing a set of armour with breast guards on them :D

 

If i put restrictions on who can use an item its because I usually put something about how they have imbued the item with part of their "spirit" so to speak and the item needs it to work. That or if an item is DS or LS it needs specific parts of the force to be able work right.

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So far I am really liking all the feedback and while some responses have conflict with my own idea's it has also made me think re-think why and how certain properties should be used.

 

The more mundane restrictive properties are there mostly to make sure the player doesn't use an item improperly as in the case of Of Bao-Dur not being able to use Jedi Robes. The Devs decided not to make him capable of useing them so there is no way for him to wear them at all.

 

Alignment restrictions I would say they are there to make a statement about the power of a previous owner of such an item.

PC/Npc restrictions could be set on an item as in the case of a certain npc robes that would have a deep sentimental to that character. In this case you would have to explaine this in someway whether it be in dialog or the item itself. But in the case of making mods I can understand wanting everyone able to use the item and so I do believe that such a use of restrictions should be used sparingly and if used, The modder should be able to back up its use with believable story elements.

 

The same I think goes for Negative properties, personally I like them in certain situations. When used you are forced to make a decision of if your willing to take the negative impact to recieve the posiitive affects.

 

As Redhawke stated there are alot of overly powerfull items in TSL and it may have something to do with the random Item scripting. The idea of being able to luck out on finding a powerful item early in the game is a great concept. But as we all know those powerfull items just aren't nessary when you can reach level 30 by the end of the game. And so this is where the negative properties come into play.

 

This subject is a tricky one but also simple, it all depends on ones point of view. :)

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Here's more Feedback for ya then.

 

I think Restrictions are great. Its just a balancing tool, or is it?

My buddy Chainz wants reasons.

Here are a couple to help guide him back to the light.

 

I am a Guardian / Weaponmaster.

My custom built Lightsaber has been meticulously crafted around my personal abilities and strengths. My strength is greater than many other Jedi, because I work out so much and focus so intently on physical combat. Thus my lightsaber is heavier, and thanks to muscle and momentum, it has a greater impact.

My Lightsaber would look like this:

 

Damage: 15-30

Damage Bonus: +3 physical

Massive Criticals: 2d8

 

Attack Modifier: -2

Strength Required: 20

 

Fully Upgradeable

 

So, any Jedi could use it, provided they are strong enough to wield it. And there is an attack debuff due to it not being as dextrous as lighter weapons.

 

Now say you found my "Starstrider's Visor" and want to wear it.

Well, its custom tailored to benefit a weaponmaster. Weaponmasters do not generally have need of Force attributes, so the Visor may look like this:

 

Defense: +2

Constitution: +2

Treat Injury: +2

 

Charisma: -1

Persuade: -3

 

I am willing to take a hit to charisma and persuade, since they are not skills or talents I am blessed with naturally. Or you could say, you are a Master and have an abundance of Charisma and persuade and are willing to lose a couple points to gain some abilities you don't naturally have.

 

Now, if it were at all possible and I do Hope someone from LA is reading this.

Restrictions have more details.

 

Like my Lightsaber could have a restriction like this:

 

-5 Attack if Strength does not exceed 20.

+2 defense if Persuade is greater than 16.

 

That way the restrictions would be dependent on the character, but anyone could wield it. It would force the user to think a little harder about what attributes he wants to raise and what skills to train. Instead of the "Duh, me Sith Lord, Me raise Wisdom."

 

Anyways, Restrictions have their proper place and can be used for good, but a little thought does need to be included when adding them.

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Like my Lightsaber could have a restriction like this:

 

-5 Attack if Strength does not exceed 20.

+2 defense if Persuade is greater than 16.

 

That way the restrictions would be dependent on the character, but anyone could wield it. It would force the user to think a little harder about what attributes he wants to raise and what skills to train.

Great idea. I think it's very nice.

 

 

Instead of the "Duh, me Sith Lord, Me raise Wisdom."

LOL!!!

I laugh so hard when I saw this :D :D :D:p

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Originally posted by Drazin

Now, if it were at all possible and I do Hope someone from LA is reading this.

Restrictions have more details.

 

Like my Lightsaber could have a restriction like this:

 

-5 Attack if Strength does not exceed 20.

That's the kind of stuff I'd like to see as well, however maybe expand on it so that the weaker the character is, the larger the hit to their attack bonus, and if they're strong enough then maybe even a bonus towards your "To-Hit".

 

Mathmatically something like:

 

Attack rating = attack rating + ( strength modifier - 7 )

 

You'd need a strength of 24 to not receive a negative bonus, so Mr. Consular, who spent all his time focusing his force powers and is somewhat lacking in strength, wouldn't be as successful with the weapon due to his inability to properly wield the weapon.

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