» 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.