09-25-2023, 03:23 PM
This is coming straight from a discussion that was had on Discord.
Clothing is a big aspect of the game. So is fabric, wool and leather. But the use-cases for a lot of the latter are rather limited outside of MatSci and Fabricators. Simply said, the idea came up to introduce a tailor job. A very simple breakdown of functions:
The general idea is to introduce a tailor profession that, perhaps via training and tools, gains access to more advanced customization for outfits. This would allow a more normalized acquiring of fancy clothing items outside of azones, and would give an excuse for more elaborate clothing that might be department-specific, but not standard-issue.
Clothing booth seems to many people like a band-aid fix to a bigger issue. It comes from a clash of identity of "NT is cheap and only allows basic uniforms" and "people want to wear cool, fancy clothes to RP". Tailor could be the middle ground for this. Items could be crafted on demand, placed inside the clothing booth, and then be sort of "infinitely printed". In a manner of speaking, if a tailor produces a clothing item, then the clothing booth would be basically able to 3D print that item.
This would allow a tailor to produce clothing that many people would want to wear, but they wouldn't need to produce the same few items over and over again, instead doing different items each time and slowly building a selection of clothes throughout the round. It repurposes the clothing booth to be something more player-driven and would serve as a means to RP and ask for specific items, perhaps many items not currently available in the booth. The booth could, for the bare minimum at least, contain a few select basic outfits and costumes so that there'll be something to choose from even if there's no tailor present, but the fancier the costume, the more likely it would require someone actually making it.
Tailors would likely be in close communication with Botany and Ranch to actually have materials to use, else perhaps we can introduce basic packs to be ordered via QM, though limited, I want to avoid a scenario where people would ignore Botany in favor of QM.
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This is the basic pitch. Concerns, thoughts, ideas etc. welcome.
Clothing is a big aspect of the game. So is fabric, wool and leather. But the use-cases for a lot of the latter are rather limited outside of MatSci and Fabricators. Simply said, the idea came up to introduce a tailor job. A very simple breakdown of functions:
- Makes clothing out of fabric / wool / cotton / leather
- Close ties to botany and ranch for produce
- Maybe puts clothes inside clothing booth
- Clothing booth relocated to tailor
- Customizes clothing, changes color, maybe allows custom decals?
- Creates processed cloth which could get shipped to QM and sold for profit, perhaps akin to a Rockbox, but for Cloth. A Clothbox.
The general idea is to introduce a tailor profession that, perhaps via training and tools, gains access to more advanced customization for outfits. This would allow a more normalized acquiring of fancy clothing items outside of azones, and would give an excuse for more elaborate clothing that might be department-specific, but not standard-issue.
Clothing booth seems to many people like a band-aid fix to a bigger issue. It comes from a clash of identity of "NT is cheap and only allows basic uniforms" and "people want to wear cool, fancy clothes to RP". Tailor could be the middle ground for this. Items could be crafted on demand, placed inside the clothing booth, and then be sort of "infinitely printed". In a manner of speaking, if a tailor produces a clothing item, then the clothing booth would be basically able to 3D print that item.
This would allow a tailor to produce clothing that many people would want to wear, but they wouldn't need to produce the same few items over and over again, instead doing different items each time and slowly building a selection of clothes throughout the round. It repurposes the clothing booth to be something more player-driven and would serve as a means to RP and ask for specific items, perhaps many items not currently available in the booth. The booth could, for the bare minimum at least, contain a few select basic outfits and costumes so that there'll be something to choose from even if there's no tailor present, but the fancier the costume, the more likely it would require someone actually making it.
Tailors would likely be in close communication with Botany and Ranch to actually have materials to use, else perhaps we can introduce basic packs to be ordered via QM, though limited, I want to avoid a scenario where people would ignore Botany in favor of QM.
---
This is the basic pitch. Concerns, thoughts, ideas etc. welcome.