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guide:custom_apparel [2015/08/26 15:18] – [Cost] aendri | guide:custom_apparel [2018/08/29 17:46] – wes | ||
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- | Cost is calculated for each item in the same basic manner. Each item has a number designated for both light and heavy{{ http:// | + | Cost is calculated for each item in the same basic manner. Each item has a number designated for both light and heavy materials. Those indicate the overall quantity of materials that go into the item, and can be increased or decreased by certain upgrades to the item. Obviously, as the quantity of materials goes up, so does the weight. A decent rule of thumb for a minimum weight is .5 lbs for each light material, and 2 lbs for each heavy material. The one caveat is that light points can never drop below 1, as that is the minimum material needed to either hold the item together, or is the entirety of the item. |
Calculating the cost is done by accounting the value of the chosen material for each point used. So, for example, a plain shirt has 5 light materials in it. If it is made entirely out of SynAraS with no upgrades whatsoever, the shirt would cost 400ks, 80ks for each quantity of SynAraS included. Items //can// be made out of multiple materials if desired, but all materials need to be specified and accounted for. Each item has to account for all materials listed for it's item type, those counts are set. | Calculating the cost is done by accounting the value of the chosen material for each point used. So, for example, a plain shirt has 5 light materials in it. If it is made entirely out of SynAraS with no upgrades whatsoever, the shirt would cost 400ks, 80ks for each quantity of SynAraS included. Items //can// be made out of multiple materials if desired, but all materials need to be specified and accounted for. Each item has to account for all materials listed for it's item type, those counts are set. | ||
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==== Apparel Types ==== | ==== Apparel Types ==== | ||
=== Headgear === | === Headgear === | ||
+ | == Hat == | ||
+ | From ballcaps to cowboy' | ||
+ | * **Light Materials: | ||
+ | * **Heavy Materials: | ||
+ | |||
== Visor == | == Visor == | ||
Favorites of snipers and technical staff, visors provide much needed tactical information. On worlds with difficult optics, visors are often used to filter out blinding sunlight, or amplify it in low light settings. Typically, they are equipped with range finders, comms systems and scanning gear. | Favorites of snipers and technical staff, visors provide much needed tactical information. On worlds with difficult optics, visors are often used to filter out blinding sunlight, or amplify it in low light settings. Typically, they are equipped with range finders, comms systems and scanning gear. | ||
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== Shoes == | == Shoes == | ||
- | Typically, shoes cover the entire foot, and stop right above or below the angle. Shoes are comprised | + | Typically, shoes cover the entire foot, and stop right above or below the angle. Shoes are composed |
* **Light Materials: | * **Light Materials: | ||
* **Heavy Materials: | * **Heavy Materials: | ||
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== Sensor Network, External == | == Sensor Network, External == | ||
- | Without a HUD or something to use the signals this is useless. This is comprised | + | Without a HUD or something to use the signals this is useless. This is composed |
== Sensor Bafflers == | == Sensor Bafflers == |