ArenaNet:Guild Wars 2 suggestions/Armor and Weapon Storage

Redesigned Customised Weapon and Armour Storage (Discussion)
Remove the character storage requirements for items which have been customised via a PvP equipment style tab for PvE. Instead a character will have a customised items menu similair to the skills and attributes panel. This will have tabs for weapons and foci - such as Zehtuka's Horn, armour and festival hats.

Every time a player customises an item or buys new armour, it will be added (or unlocked) to the tab. Each item in the tab will have a menu showing which upgrades (runes and insignias for armour, inscriptions and weapon/foci mods for weapons) have been unlocked for that skin slot and allow the player to select them. To unlock an upgrade for an armour skin slot the player will need to obtain the desired upgrade and apply it to the customised equipment piece of choice. Applying an upgrade for one skin will only unlock the upgrade for that skin and that slot.

A separate tab can be given to Green Items without being able to change mods or inscriptions.

Armour Example: A player buys full Elite Charr Hide Armour. Instead of adding this item to their inventory the armour becomes unlocked in their 'Armour Tab' on the 'Equipment Panel'. The armour comes with no inscriptions or rune upgrades. A player can then buy or obtain runes which appear in their inventory like normal. Applying the rune or insignia, for example Stonefist Insignia, to the armour item slot, for example the gloves, will unlock the inscription or rune used for the Elite Charr Hide Gloves only. The player can then add another insignia to the same skin and armour slot, this time Survivor Insignia, which unlocks that insignia for that slot. The tab will allow the player to switch between insignias whenever they like without the use of a Perfect Salvage Kit or having to store the unused insignia in their inventory.

Weapon Example: A player obtains a Dryad Bow. This will appear in their inventory like normal. When the player decides to customise the weapon it is removed from their inventory and added to a 'Weapon Tab' in the 'Equipment Panel' with the requirement it had. The player can then add inscriptions and weapon mods similair to the method outlined for the Armour.

Idea Summary:
 * Give PvE characters an 'Equipment Tab' similair to PvP chars.
 * Unlock armour skins by buying it.
 * Unlock weapon skins by customising them.
 * Unlock insignias and mods for armour and weapon/foci skins by applying them normally, but only for that skin and armour peice.
 * Allow switching between any unlocked insignia or mod without penalty.
 * Dye functions the same way it does currently, however the last dye-combination used is remembered in the equipment tab to allow switching armour skins without having to re-dye.
 * Storage of customised green items.
 * Do NOT make an armour collecting title. Titles are dumb.


 * Why this is a good idea
 * Frees up storage space in many different ways:
 * Frees up space from numerous armour and weapon set in your inventory.
 * Players no longer need to carry Perfect Salvage Kits and alternate runes or insignias for different armour sets.
 * Players don't need to hold different armour pieces with different runes for their build (eg minor axe, minor sword etc).
 * Acts as a massive gold sink from players buying multiple sets of armour and unlocking each upgrade for each set of armour.
 * Allows players to collect armour without turning half their account into storage mules.
 * Enables more equipment diversity for builds in PvE with players easily able to switch between a radiant set or a survivor's set, an axe rune or a sword rune - players can easily switch their equipment specialisation for the goal they want to complete.
 * Weapons players would otherwise not collect due to inventory restrictions would become viable options.
 * Encourages customising weapons, removing them from the economy, if for no reason other than to unlock it.
 * Removes many inscriptions, insignias and mods from the game after they are used for unlocking.


 * Why it may not work out
 * Specifically matching the proposal is heavily dependent on the GW2 armour and weapons system being similair to the current one.
 * May make adjusting equipment easier than intended.
 * The high demand on player gathered resources no longer being balanced by storage limitations could be complicated to predict.
 * Would become more complicated with different damage ranges on weapons, different weapon requirements and non-max armour. This could be solved by upgrading the skin req when one with a lower req is obtained and customised or limiting it to only max items.