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Tailoring, Layering, and Armor

So, overall I am very impressed with the rebalancing of armor as well as the survey command.

What I'm not exactly thrilled about it the limitations that are being placed upon tailoring when a simple "@layer dynafiber is #" would be far far more effective than this keyword system that is being implemented.

The reasoning is because it requires keeping a list of keywords within the coding. From a coding design perspective that is already a table of string variables that does not need to exist.

From a more practical perspective 0x1mm was absolutely correct that this model is extremely constraining in terms of use when trying to engage with the layering system. For example if I am wanting to create a layer 0 item out of lace, I am forced to use certain words. What if I want to create a teddie, a camisole, or negligee? I have to somehow incorporate certain words in addition to get the effect I want, which may not create an item with a name I want.

Also, just because an item contains the word does not mean the creator necessarily wants it to be at that layer.

This is not a layer 0 bra.

As much as this can easily be fixed by just adding the requested word to the list, it still requires petitioning to get your specific understanding of underwear to be added to the registry. Also going to point out that adding to the table of string variables that are being actively and regularly used in a search function.

I think instead that layering should be limited to levels 0 - 4, and certain armors be formatted to only exist at levels of 5+.

Zone Layers 0-4: Clothing zone. This is where all T0-T2 armor and custom tailored items would go. From what I understand the issue is using tailoring to obscure wearing other armor. Well you can buy an armored trench to obscure an armored shirt, so I'm not sure where the issue comes in here.

-1 - Skin, Chrome skin armor, jewelry layer. Jewelry kits should be the only ones capable of being layered to this level for the purposes of hoo-hah piercings or if some people are really dedicated to actually embedding gemstones into their flesh.*

0 - Underwear, Ecogear Thermal, compression layer, codpiece armor.

1 - Standard clothing level for shirts and pants

2 - Holsters, vests, belts, chaps. Also armored boots covering the shin.

3 - Suit jackets level

4 - Actual coats, trenchs, slickers, and the more rugged of thermal protection.

This clothing zone should accomodate pretty much everything a character could want to wear or have tailored in everyday wear. Even going full armor Layers 1-4 still maintains a believable system of armor layering.

From here on out we are entering the realm of kinda bulky and highly armored. These T3+ items aren't able to be created by players so naming conventions mean nothing.

5 - Xo3

6 - Poncho

7 - Xo5 and Biohazard

My reasoning for this is…

These styles of armor which I think of as Xo3 style can feasibly fit under a shroud

This on the other hand… you're gonna see coming.

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Anyways just my general thoughts on maybe a better system for addressing how to layer things.

*Actually now that I've randomly written that sentence it would actually be interesting to require a skinwriter to "wear" jewelry with a layer of -1