Item Aspect Structure

From Wikipedia of the Dark Brotherhood, an online Star Wars Club
Revision as of 00:48, 18 November 2016 by Evant (talk | contribs) (removed from policy category)
Dark Jedi Brotherhood
This article is part of the series:
Regent Policies
Documentation
Item Structure
Item Aspects
Item Rarity
Item Cost
Member Possessions
Unit Possessions
Credit Accounts
Research & Shopping
Item Upgrades
Policies
Item Prototype Approval Policy
Item Aspect Approval Policy
Salary Policy
Dominion Policy
Artifact Policy
Current Staff
RGT Zxyl Bes'uliik Taldrya
P:RGT Thran Palpatine
M:RGT Various Members

This Item Aspect Structure page outlines how Item Aspects are designed to work in the possessions system, including the flow of information and approvals. Note that members can only create custom aspects for a specific prototype item, only the Regent and staff can create global aspects that can apply to any item with an open Item Aspect slot. These custom aspects also require Regent staff approval. The structure of the item aspects in the system are carefully controlled and balanced by the Regent, to ensure balance in the possessions system while allowing an element of unique customization that enhances the member experience.

For the policy on exactly what must be followed to get a custom aspect approved, please see the: Item Aspect Approval Policy.

Global Aspects

Review aspect types, functional and non-functional, how they're decided and what types of syntax can be used in their creation. Looking at major types below.

Unique Matched Aspects

Discuss 1:1 matched aspects. Family heirloom, poison vial, cybernetic, attire.

Armor Aspects

Discuss different aspects for armor. Helmet, resistance, armor, cosmetic. Note back cosmetic options.

Droid Aspects

Discuss different aspects for droids. Personality, combat, modifications, cosmetic.

Land Vechiles

Discuss land vehicle aspects. Speeder / combat differentiation.

Space Vehicles

Discuss space vehicle aspects. Mods, combat, launcher looks.

Lightsabers

Discuss lightsaber specific aspects. Dual phase, conversion hilt, and cosmetic options (link to Herald page) to discuss rank and color mapping.

Melee Weapons

Discuss melee mods, bladed mods, poisons for weapons. Also the wide range of cosmetics across types.

Ranged Weapons

Discuss ranged mods, rifle and blaster differences. Slugthrower. Explosive. Generic ranged weapon cosmetics to apply.

Custom Aspects

Review what a unique instance of an item is, and all the attributes it has. Allows more specific language than a global unique to a prototype. Must retain the balance of an item (see: rarity). Show flow chart and approval processes. How it all works.

Reminder to see Item Aspect Approval Policy for specifics on what must be followed to get an aspect approved.

Application

When applied properly, and consistently, item aspects allow members to customize their possessions and show off their unique preferences. The item aspect structure has been set-up to allow a great deal of flexibility which both leaves things open for a wide range of unique applications but also leaves a gray area around what can be accomplished while maintaining a balance. The Regent staff attempts to maintain a clear and concise list of what must be done to get something approved, while over time building a catalog of examples with each decision to establish a uniform system. Free of bias and adhering to the structures, item aspects enhance the member experience with the possessions system.