Ideas for blacksmithing in future DLC

Post » Sat Jul 28, 2012 12:02 pm

Having blacksmithing in the game was a good idea, however, I thought the way perks were placed in the tree was odd (Add that to the large list of problems with perks I guess). Basically, adding new armor into the tree is impossible, at least a new armor type. If they added new armor into an existing type, then things go smoothly or if they just make faction armor a certain type, you can still improve it with the right perk (which is what they did with Dawnguard).

New armor and weapons is one of the big things I look forward to in each new expansion, but it would actually be nice if we could smith some of it as opposed to always having it to be given to us. What I'd like to see in the next DLC is heavy variants for all the light armors and light variants for all the heavy armors. Not simple reskins either, really work with each new palate. Some perks already have this built in (Dragon and Advanced Armor) so it wouldn't be a completely radical idea and I would personally kill for a set of Heavy Glass Armor.
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Dean
 
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Post » Sat Jul 28, 2012 5:57 pm

New armor sets like mithril, different variations of armor. maybe you can even dye armor and clothes to a certain color like in Assassins creed.
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Maria Garcia
 
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Post » Sat Jul 28, 2012 5:43 am

And cape. I really like capes. Would be awesome if we had a chance to craft one and use it.
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Ronald
 
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Post » Sat Jul 28, 2012 3:50 pm

And cape. I really like capes. Would be awesome if we had a chance to craft one and use it.

http://skyrim.nexusmods.com/mods/12092
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Jessie Butterfield
 
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Post » Sat Jul 28, 2012 2:06 pm

http://skyrim.nexusmods.com/mods/12092

http://www.gamesas.com/user/836706-bricstix/

@OP: I like the idea. I was really hoping there would be a light Daedric armor. They made Dragon armor for both light and heavy, the same is possible for the rest of the armor.
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xemmybx
 
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Post » Sat Jul 28, 2012 3:33 pm

Here's my idea for a smithing overhaul:

There's no level cap for enchanting or alchemy, you're able to make anything you want as long as you have the proper components, no perk required. Smithing is the only one that relegates you to having to have the perk in order to craft, and I feel that needs to get the boot.

What I propose is a system sort of in the vein of enchanting. Rather than using a perk to unlock the ability to smith Steel weapons and armor, you either have to successfully deconstruct a piece of equipment (similar to enchanting), find a "blueprint/recipe," similar to the Schematics from Fallout or the alchemy recipes in Skyrim, or pay for smithing lessons from a blacksmith, whose knowledge would be limited to their experiences. For example, the smith in Riverwood would only be able to teach you things from Iron and Leather up to Steel, whereas Grey-Mane could teach you how to make more advanced equipment. Smithies would also be able to point you in the direction of where you could go to learn about new materials, if they didn't know about said material themselves. For instance, the Orc smiths in Markarth may not know about Dwarven materials, but they'd point you to Calcemo, who, despite not being a smith, studies Dwemer materials extensively, and would be the best bet to teach you how to forge their equipment.

As for the perks themselves, I think this could be more about weapon/armor customization rather in favor of just having you unlock new equipment. For example, one perk could allow you to make a weapon of a particular make using different materials. So say you liked the black look of Ebony equipment, but preferred the look of Elven weapons. You'd be able to make an Elven sword out of Ebony, thus combining the two looks.

We had a thread with this idea and more about how to improve smithing, but it got buried a while ago.
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Flutterby
 
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