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Dye Mixing/Separating System


tomcn

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This concept is to add Dye Mixing/Separating tables to the game that function similarly to mod tables. Dye Mixing/Separating tables would be located near GTN kiosks.

 

If you activate a table, then right-click a double (primary + secondary) dye module from your inventory, the dye module will appear in the Dye Mixing/Separating table UI and you will have a button titled "Separate Dye". If you click the "Separate Dye" button, you will be charged Cartel Coins to separate the dye module into the corresponding Primary and Secondary dye modules.

 

On the other hand, if you activate a table, then right-click a primary dye module from your inventory, the dye module will appear in an upper slot in the Dye Mixing/Separating table UI. If you right-click a secondary dye module from your inventory, the dye module will appear in a lower slot in the table UI, and you will have a button titled "Combine Dyes". If you click the "Combine Dyes" button, you will be charged Cartel Coins to combine the dye modules into the corresponding double (primary + secondary) dye module.

 

The resulting dye module(s) produced by a Dye Mixing/Separating table would be Bind on Pickup.

 

This feature could be further monetized by requiring free-to-play players to purchase an unlock to access Dye Mixing/Separating tables. Subscribers should have access automatically unlocked.

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I think the problem with that is they have the dyes and armors set up so that when you put in a dye pack, it just loads a different version of that outfit. For example, on the Imperial Dancer's outfit the black part can't be dyed. It just can't. So, that suggests to me that they don't have all the color combinations implemented like it would require. It's the same reason they don't have a "Primary Dye Module" slot and "Secondary Dye Module" slot and just let us use two dyes as we see fit.
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