Spinks was talking about the problems of role-centric gear, something I’m having a bit of an issue with in Star Wars: The Old Republic. Not so much for my character, being a Sniper I only have the “Shooting People In The Face A Lot” role, more my companions. They require their own full sets of weapons, armour, earpieces, implants, heated towel rails etc. It was fairly straightforward at first when I was just accompanied by Kaliyo, especially as some missions offer companion-specific armour as a reward. Indeed it was quite nice to be able to use twice the number of random drops as normal, kitting her out in any suitable heavy armour that turned up (so long as it was aesthetically pleasing enough, of course). I’d look out choice bargains on the galactic trade network for both of us, put the armstech crafting skill to good use for weaponry, sometimes even give her some nice orange gear from planetary commendations if I was already well kitted up with heroic rewards or PvP stuff.
As your crew grows, though, so do their armouring requirements, and at higher levels it became more of an effort to keep myself in decent gear let alone everyone else. The sensible thing is probably to just use one companion and ignore the others, but it seems a bit of a waste (and strangely familiar) to always leave some of your team moping about the ship in their starting gear. Missions continue to offer upgrade options on occasion, but when you have a choice of six pairs of companion-specific boots it can be a bit of a struggle remembering what everyone is currently wearing and whether you care enough to get them some new stuff (not that they ever appreciate it; you’d think a flash pair of boots with vastly improved stats would net some Affection points, but nooo, they just want random bits of tat, the ingrates). Loot drops can still be helpful, but it seems that 82.6% of the armour I’ve found in the game is +Strength stuff, useless for any of my crew (I admit there might be some “other queue always moves faster”-type selective observation going on there).
Kaliyo remains my favourite companion personality-wise, we have a similar attitude to authority even if mine is generally well-meaning irreverence and hers is more credit-driven sociopathy; we get on fine so long as the conversations stay away from the profit opportunities of selling the rest of the crew. Capability-wise, though, I’ve found a healing companion is more effective, and my preferred healer has the added advantage of using exactly the same type of armour as me. This makes the armour upgrade process considerably easier:
“Oooh, that’s decent looking leg armour, Mr Commendation Vendor, I’ll take a set.”
*vanishes behind a nearby rock; sound of a zipper*
“Snazzy! Oh, hey Doc! Got an upgraded pair of trousers for you! Yeah, they’re still a bit warm, don’t worry about that…”
He must feel like a younger brother, always stuck with the cast-offs that don’t quite fit properly. Still, he should probably be grateful he isn’t in my Star Trek Online crew; armour is universal in that game, so when I get an upgrade for my Captain he passes his previous gear to the First Officer, who passes her gear to the primary Tactical Officer of the away team, who passes her gear to the Chief Science Officer, who passes his gear to the secondary Tactical Officer… by the time the tertiary Engineering Officer gets anything it’s about eighth hand. You have to hope that the 25th century laundry service is really good at getting out those ground-in stains…