» Mon Jun 04, 2012 11:50 am
My smithing system would have worked as follows:
1. Scrap the current perks.
2. Questing to learn new armor/weapon types.
3. Value-based leveling for the smithing skill.
The old perks, nearly all of which exist to allow you to craft and better repair certain types of armor, would be removed. A 5-tier perk for improving weapons would be added, and a 5-tier perk for improving armor as well. These would replace the improvement bonus the existing perks grant. The perk which allows you to improve enchanted items would remain.
Some New Perk Ideas:
-A perk which allows you to melt down weapons and armor for ingots at a loss of 1 ingot per item melted (1-ingot items, like iron daggers, would not be meltable)
-A perk which causes the armor/weapons you craft yourself to emerge already improved (saving you 1 ingot per item).
-A perk that allows you to fuse a full set of any one type of armor into one solid peice. This fused full-body armor would cover head, body, hands and feet, for a sizeable boost to its armor rating and a reduction in weight, but a loss of potential enchantment slots (though the combined armor would be able to take an enchantment viable for any peice of armor)
-A perk that gives you a chance to disable a peice of an enemy's armor when you strike him, that peice of armor literally falling to the ground. I'm thinking a 10% chance, with that chance improving to a 30% chance on a sneak attack.
-An elemental infusion perk which allows you to add fire/frost/void salts while crafting armor or weapons to add a small amount of resistance or damage of the appropriate type to the item. This resistance/damage is considered a mundane property, and as such can be combined with other enchantments and does not require recharging. I'm thinking a 4% damage resistance added to armors (so 16% total from a full suit, 20% from a full suit+shield) and 5 damage added to weapons is appropriate.
Also, Instead of magically figuring out how to make new types of weapons and armor by taking perks, you need to seek out smiths willing to teach you. Some examples:
Fur: Anyone can craft fur armor: it's basically taking animal skins and strapping them to yourself. No teacher needed.
Hide and Iron: Taught by any smith during the existing "Need any help around the forge?" quest.
Leather and Steel: Taught by any smith as long as your smithing is at least level 20 and can craft hide and iron. This quest is similar to the first, where the smith gives you the materials and has you craft the items in question.
Scale and Plate: Taught by any smith so long as your smithing is at least level 50 and can craft leather and steel. The smith requires you to bring him 5 corundum ingots to complete the quest, and gives you the location of a good corundum mine (though he doesn't care if you actually get it from there or not)
Clothing: Taught by Taarie in Solitude for a fee of 200 gold. If you complete her "Fit for a Jarl" quest, her fee drops to 100. No smithing levels required. I would add cloth and dye as lootable/buyable items as well.
Basic Silver Rings and Necklaces: Taught by Endon in Markarth, though he charges you a fee of 500 gold. A speech check of 60 will bring the fee to 250. If you've completed the quest "A Silver Lining" for the thieves guild, he waives the fee entirely. You must have a smithing level of 25.
Basic Gold Rings and Necklaces: Taught by Fralia Gray-Mane in Whiterun at no charge, but you must first complete the "missing in action" quest. Smithing must be at level 35.
Advanced Jewelery Making: This allows you to make jeweled rings and necklaces, as well as circlets. Taught by Madesi in Riften at no charge, but you must first complete his "Ringmaker" quest. Smithing must be at level 45, and you must be able to make basic gold and silver necklaces.
Fletching: Teaches you to make longbows and hunting bows. Allows you to craft arrows, but only if you've learned to craft items of the corresponding type (iron, steel, dwarven, etc.) Taught by any fletcher, hunter, or archery trainer. 10 feathers+1 ingot=20 arrows of the corresponding type. No smithing level required.
For others: I'd send you into an orc stronghold to learn orcish smithing, send you into a dwemer ruin for dwarven, fight/become pals with a Thalmor guy for elven, and send you to Oblivion to learn about daedric armor. I suspect Esbern/Paarthurnax would send you on the quest to learn dragon smithing. Glass and ebony? Not sure yet on those two, maybe put them on the list of stuff any smith can teach you at a certain level.
For leveling, it would level faster the more expensive the items you were crafting were, with a scaling penalty for crafting an item you've crafted before... so the second Iron Dagger you make might net you 95% of the normal exp, the third 89%, the fourth 73%, then 65%, 54%, 44%, 33%, 21%, then 10% for every sucessive iron dagger after that. As noted above, I'd break jewlery up into 3 categories and require a higher level of smithing to learn to make it. Indirectly related to smithing, I'd also change "Transmute Mineral Ore" to "Transmute Iron to Silver" and add a new "Transmute Silver to Gold" spell which is rarer, higher level, and costs more mana.