Suggestion for Armor and Weapon Crafting System Increase :P

Discussion in 'Feedback & Suggestions' started by Gilder, Jul 21, 2012.

  1. Gilder Senior Member

    During the other Topic it was mentioned that Alchemy and other Systems are being Advanced
    yet Armor and Weapon Crafting are left alone.


    So I would Propose this.
    Different Armor Types get Different Slots for Materials


    Robes will be kept at 2 Slots

    1. for Main Material
    2. for Support Material


    Scout Armors will have 3 Slots

    1. for Main Material (Armor)
    2. for Support Material (Weaving and Carrier Materials)
    3. for Ornamenting and Customizing Options (like Shields have as well)


    Splint and Chain Armors get 4 slots

    1. for Main Material of the Central Armor Plates (like Breast Plate)
    2. for Main Material of the Chains and Splints
    3. for Support Material (Leather and other stuff used to weave this stuff together and keep it moveable)
    4. for Ornaments and Customizing Options


    Plate Armor get 5 Slots

    1. for the Outside Plate Armor

    2. for the Base Material that carrying the Armor Plates (usually Plate Armors were mounted on an Additional Material to prevent the Metal from bending and hurting the one who wears it.
    for example Wood or an Softer Metal which Bended more widely and thus reduced the impact and preventet the hard outside plating from breaking into pieces.

    3. for the Splints and Chains and Protector Plates (pretty much for the spots which are not Plated like the back of your Knees and Elbow Joints most Full Plate Armors had large round Plates sticking out at the elbow to cover up for the part which was not covered by the main Plating
    those were usually a harder material then the normal Plating to make sure they dont give in and divert the hit towards the main Armor

    4. for Support Material (the Leather and Textile Components)

    5. Ornaments again :p



    Please note

    All mats add to weight and Durability

    Option 1 will Add to the Main Damage Reduction
    Option 2 will Add to Main and to Critical Damage Reduction
    Option 3 will Add to Critical and Blocking Damage Reduction
    Option 4 will Add to Stamina Loss on Blocking but also Greatly to Blocking Damage Reduction
    Option 5 will onyl Add to the weight and Durability






    Now for Weapons this is Similar

    Weapons will get their Slots Dependent on the Weapon


    Sword Handles get 3 mats

    Handle Base
    Handle Grip
    Handle Guard


    Basic Club and Axe Handles will get 3 mats

    Handle Base
    Handle Grip
    Handle Ornaments and Splints (the place where the Head is mounted for example)

    Spear and Staff Handles will get 4 mats

    Handle Base
    Handle Grip (on the Place where you Hold the Weapon)
    Handle Coating (on the Place where you dont Hold it and which is usually in the Enemys reach)
    Handle Ornamenting (again like Shields have some Customizing Options I think Weapons should have em as well)


    Sideblades, Two Handed Swords, Shotswords and Daggers will get 3 Mats

    Blade Base(The Base of a Blade was not rarely made of an Different Material then the actual Edge)
    Blade Edge and Tip
    Blade Ornamenting (just customizing again)


    Axe, Halberd, Club and Spear Heads will receive only 2 mats

    The Main Material for the Head
    And the Addition Material (for example Edge or Spike Material)





    Pls note
    All Mats will Add to Weight and Durability

    The Grip will Influence Stamina Usage of the Weapon on Attack

    The Handle Base will Influence the Stamina loss on Blocking

    Ornaments will only add to the Optics and to Durability :p

    The Handle Guard (only available on Weapons which actually have a Guard) will increase Damage Reduction on Blocing :)

    The Handle Coating (Weapons with a long handle Like Spears) will Increase the Damage a little for normal hit and Greatly for Handle Hits (being hit by a Spears Staff Hurts good and in Combat it was not rare that Spearfighters used the Handle to Apply Blunt Damage to someone who came in too close for using a Piercing Attack.)

    Head and Blade Materials will of course Add to the Damage

    The Edge and Spike Material will be adding especially to Piercing and/or Slashing Damage





    This would make Weapon and Armor Crafting much more Complicatet and would allow for quite alot different Types of Armors and Weapons because you could Specialize Weapons and/or decide which Factors a Fighter might need/want or not


    A Spear used with a Shield for Example wont use Big Coating because it is rarely used for anything but Piercing and needs to be light to be wielded with one Hand

    But a Spear used as Two Handed Weapon will Usually be Coated well because it needs to be used for Blocking Swords and Push Enemys aside which came in to close
    Of course it will also be Heavier due to this :p


    Swords meant for Fighting Archers and Milita (Swords which Bowmen often had along) are usually light and have sharp edges to Increase the Damage of Fast Swings

    Swords meant for Fighting Heavy Knights and Armored Soldiers (Swords which Knights and Infantry on the forefront used) usualy had Stronger Base Materials and used an dull edge which increased Blunt Damage to Damage the Person inside the Armor
    (also Sharp Blades were much more likely to break when hitting Heavy Armor)



    Means that this will give alot more depth to Smithing of Armor and Weapons :)


    Greetz
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  2. Riftmaster Junior Member

    Sounds interesting.

    I wonder what SV has in the works for armor/weapon smith professions...
  3. Lahuzer Senior Member

    I wanna marry your brain Gilder. ;) Love it!!!
  4. Incarnadine Well-Known Member

    As a crafter from release days...

    Awesome idea. The crafting system needs a revamp, yes it has billions of possibilties... but only a handful are useful atm. The proposed change their making in awakening to how weapons handle, cut/blunt/pierce mod changes vs armor, and this, will make it feel like a whole new system.

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