Proposal: Weapon Appearance Tab
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Overview
Introduce an Appearance Tab for the Weapon Slot to allow players to customize the visual and audio aesthetics of their equipped weapon, without impacting gameplay balance. This feature would enhance player expression and immersion while preserving combat mechanics.
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Core Functionality-
Players may equip a second weapon into a new Appearance Weapon Slot, located in the character sheet.
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The weapon equipped in the Appearance Slot will override the visuals and sound of the currently equipped weapon in combat, including:
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Firing/attack animations
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Weapon sound effects
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Model appearance (including colors, glow effects, etc.)
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Gameplay Integrity
To maintain class and balance integrity, the Appearance Weapon must match the weapon class of the equipped weapon. Example mappings:[TABLE]
[TR]
[td]Equipped Weapon Type[/td]
[td]Allowed Appearance Types[/td]
[/TR]
[TR]
[td]Pistol[/td]
[td]Any Pistol[/td]
[/TR]
[TR]
[td]Rifle[/td]
[td]Any Rifle[/td]
[/TR]
[TR]
[td]Carbine[/td]
[td]Any Carbine[/td]
[/TR]
[TR]
[td]One-Handed Sword[/td]
[td]Any One-Handed Sword[/td]
[/TR]
[TR]
[td]Two-Handed Sword[/td]
[td]Any Two-Handed Sword[/td]
[/TR]
[TR]
[td]Polearm[/td]
[td]Any Polearm[/td]
[/TR]
[TR]
[td]Vibroknuckler[/td]
[td]Any Vibroknuckler[/td]
[/TR]
[TR]
[td]Lightsaber (1H/2H)[/td]
[td]Must match saber type[/td]
[/TR]
[/TABLE]
Note: This restriction prevents unrealistic animations or class identity confusion.
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Use Cases & Benefits- Players can use nostalgic, rare, or aesthetically preferred weapons without sacrificing combat viability.
- Roleplayers and thematic builds benefit greatly from consistent looks without gameplay restrictions.
- Encourages collection and trade of cosmetic weapon variants, breathing new life into legacy weapons.
Historical reactions: Like × 2
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I like the concept, however I would adjust this to make it more reliable and focused around a similar process to the dyes found on Star Wars: The Old Republic while also keeping to the core and giving back to the crafters.
The appearances that would grant these skins should be something that a Weaponsmith, or vice versa a Jedi Artisan for lightsaber-ing, creates. This can be added into it's own category, for example, like "Weapon Appearances". These can be obtained by simply automatically adding the item to the list based on what the Weaponsmith currently has learned in their schematics.
This would keep the relevance of still creating new and powerful weapons as rewards within the game as chase items and can still represent the achievement of earning it through hard work or looting it within the content as intended.
The Weaponsmith would be able to make many as many appearance items as they wish as long as they know the schematic. Something like a regular axe, they'd be able to make no problem since it's permanent. However, if they make a Westar Pistol and it uses up the schematic, then they would need to relearn the schematic to obtain the knowledge of how to make the appearance item.
These should be one-time uses when created and applied to the item. For example, turning a DC-15 Carbine into a Proton Carbine. If the appearance is removed, then it removes the skin and you'd have to use another one to alter the DC-15 Carbine into a Whistler Carbine.
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Alongside the excellent weapon progression systems being explored, I’d love to see expanded variety in augments and enhancements as well.
This would open the door for true customization, allowing Weaponsmiths to craft weapons that are purpose built to complement the high level of flexibility available on the build side.
For example, if a player rolls a really strong “Heal Potency” core, but it’s on a lower-DPS weapon, that item could still be highly valuable for support builds rather than just being discarded. Right now, there’s a tendency to simply chase the highest DPS weapon, but once those are acquired and with no decay system there’s little incentive to purchase additional weapons.
Introducing a broader range of augments would give more value and diversity to weapon selection. Some potential ideas for new augment types:
- Heal Potency
- DoT Amplification
- Armor Break Chance
- Free Shot Chance
- Buff Duration Increase
- Ability Cost Reduction
- Cooldown Reduction
- Damage vs. Specific Armor types or master classes aka Jedi. hint see BH suggestion

Combined with appearance weapons, this could lead to a unique and dynamic gear ecosystem where players not only care about stats but also aesthetics and synergy with their class setup.
Would love to hear thoughts from the devs or other crafters on this! Keep up the great work this kind of system could really set the server apart.
Historical reactions: Like × 2
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avaer, post: 3371, member: 896 wrote:
Alongside the excellent weapon progression systems being explored, I’d love to see expanded variety in augments and enhancements as well.
This would open the door for true customization, allowing Weaponsmiths to craft weapons that are purpose built to complement the high level of flexibility available on the build side.
For example, if a player rolls a really strong “Heal Potency” core, but it’s on a lower-DPS weapon, that item could still be highly valuable for support builds rather than just being discarded. Right now, there’s a tendency to simply chase the highest DPS weapon, but once those are acquired and with no decay system there’s little incentive to purchase additional weapons.
Introducing a broader range of augments would give more value and diversity to weapon selection. Some potential ideas for new augment types:
- Heal Potency
- DoT Amplification
- Armor Break Chance
- Free Shot Chance
- Buff Duration Increase
- Ability Cost Reduction
- Cooldown Reduction
- Damage vs. Specific Armor types or master classes aka Jedi. hint see BH suggestion

Combined with appearance weapons, this could lead to a unique and dynamic gear ecosystem where players not only care about stats but also aesthetics and synergy with their class setup.
Would love to hear thoughts from the devs or other crafters on this! Keep up the great work this kind of system could really set the server apart.
You asking for specific add ones. Well like only if you make it work if you use the skill only in your setup. But not sure if you can do all you asking.
Also Armor ones should be done for defense
Weapons should be damaged
Both can be healing with the break down for a RE that craft.
Avaer lower stat doesn’t work since you have the added stat in the build. Also, using the heal buff, for example, in doctors or others, will nerf the Damage now to help bring it up. But most of the added potency healing. You can add it in the three-set when they bring that out. You have tons of healing now. The issue isn’t needing more; it’s learning how to time what heals you have.
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