I found out last night that we used to have the ability to craft and wear ordinary clothing in times past. That ability was spoken fondly of, and those who heard it also made favourable comments. I suggest bringing that ability back ... with a twist.
First, you purchase the skill to craft clothing for either (or each) of the four races, probably 25 craft points for your native race, and 50 craft points for the others, as with other crafting. This gives you a basic pants and shirt pattern that you can craft. Other basic patterns should be available to fill the other 5 wearable slots: head, shoulder, chest, hands, and feet.
At this point, if you purchase and equip a clothing crafting tool, you would be able to pick your basic recipe, say a shirt. Unlike armour, clothing doesn't need things like "Armour Shell", or "Stuffing", or "Lining", etc. Instead, you would have different boxes, such as:
- Design
This details how the resulting item will look: is it loose and flowing, is it skin tight; what fancy decorations, if any, does it have, etc. These designs are created by the Fashion Designer Occupation (see other post), and are single-use only. If you have no other special Design, you can always craft a basic version of each item.
This is not a physical item that you hold, but a design that you have learned. When a Fashion Designer provides you with a Design Template, you then right-click it to "Learn this Design". Learning the design allows you to craft that item of clothing, once, and Learning the design also consumes the Design Template object.
- Primary Colour
- Secondary Colour
- Detail Colour
These three boxes represent the different colours you might want to apply to your clothing that you are about to craft. When building the design, the Fashion Designer would be able to specify where each colour would be used. The actual crafter would then pick the colours he or she liked best for those spots.
In these boxes, any mats that you forage or loot can be placed, from Basic up to Supreme, at any quality level. The only important stat used from the mats is the colour. Only one mat is required for each box.
If, for example, the design you are using does not specify a Detail Colour at all, then any mat can be placed in the Detail Colour box and it will be ignored (but still consumed). If possible, it should not be required to even use a mat in this situation.
* Note: If it could be possible to dynamically change the quantities of materials needed depending on the Design chosen, that would be the most ideal situation. Then you could base the quantity of mats needed on how much the colour is used in the Design.
There should be two major differences between Clothes and Armours besides the obvious ones: first, Clothing offers no stat or protection benefits whatsoever, and second, a single design (say, a dress) should look identical on a Male as well as a Female ... just scaled to fit =) (Get Freddy drunk, get him in a dress, and never let him live it down).
First, you purchase the skill to craft clothing for either (or each) of the four races, probably 25 craft points for your native race, and 50 craft points for the others, as with other crafting. This gives you a basic pants and shirt pattern that you can craft. Other basic patterns should be available to fill the other 5 wearable slots: head, shoulder, chest, hands, and feet.
At this point, if you purchase and equip a clothing crafting tool, you would be able to pick your basic recipe, say a shirt. Unlike armour, clothing doesn't need things like "Armour Shell", or "Stuffing", or "Lining", etc. Instead, you would have different boxes, such as:
- Design
This details how the resulting item will look: is it loose and flowing, is it skin tight; what fancy decorations, if any, does it have, etc. These designs are created by the Fashion Designer Occupation (see other post), and are single-use only. If you have no other special Design, you can always craft a basic version of each item.
This is not a physical item that you hold, but a design that you have learned. When a Fashion Designer provides you with a Design Template, you then right-click it to "Learn this Design". Learning the design allows you to craft that item of clothing, once, and Learning the design also consumes the Design Template object.
- Primary Colour
- Secondary Colour
- Detail Colour
These three boxes represent the different colours you might want to apply to your clothing that you are about to craft. When building the design, the Fashion Designer would be able to specify where each colour would be used. The actual crafter would then pick the colours he or she liked best for those spots.
In these boxes, any mats that you forage or loot can be placed, from Basic up to Supreme, at any quality level. The only important stat used from the mats is the colour. Only one mat is required for each box.
If, for example, the design you are using does not specify a Detail Colour at all, then any mat can be placed in the Detail Colour box and it will be ignored (but still consumed). If possible, it should not be required to even use a mat in this situation.
* Note: If it could be possible to dynamically change the quantities of materials needed depending on the Design chosen, that would be the most ideal situation. Then you could base the quantity of mats needed on how much the colour is used in the Design.
There should be two major differences between Clothes and Armours besides the obvious ones: first, Clothing offers no stat or protection benefits whatsoever, and second, a single design (say, a dress) should look identical on a Male as well as a Female ... just scaled to fit =) (Get Freddy drunk, get him in a dress, and never let him live it down).