Reinhart
Veteran

*EDIT*
Terribly sorry, I didn't realize proposals for changes had to be made to the Privy Council.
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Since I can't seem to post topics in the suggestion forum, this is going here.
I doubt we will ever see official support for crafting in Mount & Blade due to the nature of how weapons and armor work in this game and if we do it won't be especially deep for the very same reason, however, in my years of (slowly) creating, re-creating and perfecting my paper and pencil (Mostly Instant Messanger.) RPG system I've played with a number of crafting systems and I want to propose my favorite, modified to allow for it being used by the Mount & Blade engine, or at least as far as I understand it.
The basis for this system is to first create a new skill... let us say 'Blacksmithing'. This skill will be bestowed to not only the character but to all NPC blacksmiths in varying degrees, one smith may have 2, one may have 4, etc. (Perhaps assigned randomly at the game's outset.) Going to a different smith would result in different quality work, what this would do is add some serious variety to the arms and armor or Mount & Blade and make weapon and armor shopping much more enjoyable, however, I'm not done yet allow me to explain the mechanics.
Each weapon and armor has a base amount of damage or protection (respectively.) it imparts, yes? Well, when a piece of equipment is 'made' the equipment will be modified by the blacksmith's skill and/or a bit of luck, let me explain. The system I use for my game has base statistics for each piece of gear, lets say we're making a Katzbalger (Germanic sword.) and it has a base offensive rating of... 12, lets also say the blacksmith has a blacksmithing skill of 30 (This would translate into 3 in the Mount & Blade engine.) all you have to do is take the base of the weapon and increase it by 30% resulting in 15.6, or 15, improving the quality of the blade. To add additional variety an additional modifer of between 1-20% may be randomly added to account for the inherant imperfection and inconsistancy in human actions. My system also accounts for various (Mundane to mystical.) metals but that wouldn't be an issue in Mount & Blade due to the non-fantastical slant on the game. It's pretty simple (In theory.) and I think it could add some life to the equipment in Mount & Blade which almost seems to be stamped out by modern machinery with it's unchanging (Except for some basic modifiers.) abilities. Negative modifers could be kept in to represent the effects of equipment which has been used before, which I like.
I guess upon thinking about it this system would present some balance issues because in theory you could have a short sword doing as much direct damage as a great sword but in theory that is possible if the short sword is especially fine and the great sword is of very poor quality.
Thoughts?
Terribly sorry, I didn't realize proposals for changes had to be made to the Privy Council.
------------
Since I can't seem to post topics in the suggestion forum, this is going here.
I doubt we will ever see official support for crafting in Mount & Blade due to the nature of how weapons and armor work in this game and if we do it won't be especially deep for the very same reason, however, in my years of (slowly) creating, re-creating and perfecting my paper and pencil (Mostly Instant Messanger.) RPG system I've played with a number of crafting systems and I want to propose my favorite, modified to allow for it being used by the Mount & Blade engine, or at least as far as I understand it.
The basis for this system is to first create a new skill... let us say 'Blacksmithing'. This skill will be bestowed to not only the character but to all NPC blacksmiths in varying degrees, one smith may have 2, one may have 4, etc. (Perhaps assigned randomly at the game's outset.) Going to a different smith would result in different quality work, what this would do is add some serious variety to the arms and armor or Mount & Blade and make weapon and armor shopping much more enjoyable, however, I'm not done yet allow me to explain the mechanics.
Each weapon and armor has a base amount of damage or protection (respectively.) it imparts, yes? Well, when a piece of equipment is 'made' the equipment will be modified by the blacksmith's skill and/or a bit of luck, let me explain. The system I use for my game has base statistics for each piece of gear, lets say we're making a Katzbalger (Germanic sword.) and it has a base offensive rating of... 12, lets also say the blacksmith has a blacksmithing skill of 30 (This would translate into 3 in the Mount & Blade engine.) all you have to do is take the base of the weapon and increase it by 30% resulting in 15.6, or 15, improving the quality of the blade. To add additional variety an additional modifer of between 1-20% may be randomly added to account for the inherant imperfection and inconsistancy in human actions. My system also accounts for various (Mundane to mystical.) metals but that wouldn't be an issue in Mount & Blade due to the non-fantastical slant on the game. It's pretty simple (In theory.) and I think it could add some life to the equipment in Mount & Blade which almost seems to be stamped out by modern machinery with it's unchanging (Except for some basic modifiers.) abilities. Negative modifers could be kept in to represent the effects of equipment which has been used before, which I like.
I guess upon thinking about it this system would present some balance issues because in theory you could have a short sword doing as much direct damage as a great sword but in theory that is possible if the short sword is especially fine and the great sword is of very poor quality.
Thoughts?



