Drawing inspiration from the Daedric Armor thread as well as my own wishes. I humbly request your opinions on armor variations. In the Daedric Armor thread (at this time it is on Page 1) it is requesting that there be a limited number of Daedric Armor pieces in the game similar to Morrowind. If you want my opinion on that, go read that thread. But it was also suggested that there be several variations or helmet's for the armor. This got me thinking. How cool would it be if (given the new Smithing skill and just our love of customization in general) if there were several variations of each armor and weapon type, each with it's own stat differences.
For example take a Steel Dagger. Why is there just one kind of Steel Dagger in the entire province? Look at http://en.wikipedia.org/wiki/List_of_daggers Here are just a few from it for people who don't like to click. Kris, Tanto, Balisong, Stiletto, Main-gauche (parrying dagger), push blade, etc. Wouldn't you like for there to be a few types of daggers from that list, instead of just Steel Dagger? I would kill to see an assortment like Steel Dagger, Steel Kris, Steel Stiletto, and Steel Tanto, all with their own advantages and disadvantages. And that is just for Steel Daggers. You may get a whole other list if you had a variation of Glass Daggers. Maybe a Glass Balisong or Glass Dirk instead? Then think, that is only daggers. What about Axes? 2 Handed Swords?
I've also always wanted short and long bows. Long Bows would follow how archery in Skyrim is said to be now, lots of power, accurate, slow speed. Short bows could be the inverse of this, fast, weak, and inaccurate.
Don't even get me started on Armor. This could be beneficial, ESPECIALLY if the armor skills get merged. Why only have a Steel Cuirass and a Thin Steel Cuirass? One protect's less and breaks easier, but is lighter and you move faster. What about Platemail and Scalemail or Lamellar? Why not Leather and Hard Leather? Shields could benefit too. Do you want to use a fast and small buckler, or would you prefer a tower shield, massive, strong and slow? That way if you knew you were going to a bandit lair, you would bring a buckler or a kite shield. If you knew you were going to be fighting a dragon you would bring something with a lot of protection, even if you moved a bit slower.
I know this was a bit of a rant but I just love armor variations. Hell, even if they don't change stat's wise I would like more armor pieces and designs. Because is every smith in Skyrim really making their weapons 100% the same?
Well thats it, some option from your list was in Morrowind but was strangle removed from Oblivion, thats weapons thats was left in game have to small number of parameters options for making more diversity, nice to see some great improvements in parameters of items like
Damage Range Damage from minimal to maximum so will be more diversity between weapon types from one material there can be blunt and sharp weapons so still stiletto (20-20) and still dagger (10-20) will have more difference, nice to see again such diapason for damage from different strikes, but even for main damage it will be good.
So material actually will cap maximum damage while weapon type will change minimum damage, such diversity can also work with other parameters so dagger will more durable then stiletto, but stiletto will faster and cost more so then less common.
Creating some items types variations in one material group will be nice to see again.
What I want to see and how smithing can work for greater diversity for example such features.
What can additionally done for making Smithing actual crafting skill thats will good alternative to enchanting and alchemy
its ability to change such internal parameters of item (minimum and maximum damage, item weight, item health points, item price, item enchanting space, strike speed, reach, if its become too 'spreadsheetty' such changes can be added by templates-works (learned as perks and can have levels for rising caps in parameters changes) thats work like alchemy apparatus change one parameter of item will affect other parameters as well, there can be used interactive activators and some anims such thats already used by NPC so process will actually looks Unique and not require more of additional work, such template work can be used many times for one item if requirements have been met, and Perks Level cap is not reached (novice can make changes for 1-5 values in parameters, Apprentice can make changes 1-15, Journeyman 1-25 Expert 1-35 Master 1-50
or
There can be additional parameter material re-usability tied to Durability so some materials such as iron can have large value of re-usability and can improved greatly but also degrade fast, while some materials like Mithril due their superiority and toughness can degrade slower but have smaller number of improvements so they really hard to work with them but items become superior and masterpiece in end, for example Daedric armor cannot be forged by mundane way due their supernatural origin, but Master Smith thats also master some magical talents can alter it with some ways.
or
Each material have different smithing requirements for work
For example such templates-works can be applied:
"Sharpening" restore Minimum damage
Restore default minimum damage, slightly lower current durability.
Weapons reduce their minimum damage parameter while used faster then their durability better material has slower rate of such reductions, sharpening with stone will restore item default minimum damage, require Sharpening Stone item and can be done even in dungeons just need some work while there is no enemies around, it basically will replace "Magical repair hammers" for weapons, so difference between blunt iron short sword 1-30 and normal iron short sword 15-30 will be good, while it still can be used average damage output will be different for them.
"Reforging or Repair" restore HP of Item
Broken item can be reforged to restore it durability parameter in Smith, require forge and anvil, leveling smithing and weapon skills will reduce rate of durability damage, since rate of durability damage is slower then before you are will not end in dungeon with broken items unless you are not prepared, planning your trip Before travailing somewhere will be more good then boring mindless robotic trip between dungeons without even comeback to civilized places for rest and sell loot.
Optionally at low level of smithing reforging can damage maximum durability but will train smithing skill as well.
"Item balancing"Non enchanted item receive Balanced PrefixRise Minimal Damage, Rise Speed, Rise Price of item, Lower Weight but Lower Durability of item, require Sharpening Stone equipment and additional smithing at forge and anvil
Maybe can be applied to armors as well, will more lower durability and reduce weight and armor rating.
"Item reenforcement" Add more durability to item but also Rise Weight of Item and Lower Speed of item Rise Minimum Damage, Rise Price, require material ingredient for reinforcement, Ingots of Iron or steel or for example Mithril or Ebony, better material add more durability and have different penalty to weight and speed.
Armors increase armor rating and become reinforced or composite.
"Item quenching" Item harding will Rise Durability of item without rising of item weight and lowering of speed, Rise Minimum Damage, Rise Price of item, item receive Hardened prefix
require liquid fluid for default in smiths used water ingredient, but can be used Oils for better hardening or even Dragon Blood as unique ingredient fluid, so Ebony can really forged with Daedra Blood for creating of Daedric material.
Armor hardened as well increasing durability and armor rating and cost
"Item incrustation" Adding valuable ingredient like Gems or Pearls and other similar valuables, will Rise Item Price greatly, Rise Enchanting Limit
Incrustation additionally rise Enchanting Limit over material enchanting limit so if item already have 300 additional 100 from few gems can be very welcome, different gems can have different additional enchanting value so thats Rubies and Diamonds as well as Pearls will have more value then before.
"Rune Carving" Items receive Runed or Ritual Prefix
Nice to see internal parameter for item thats will affect Spell Effectiveness so not number of equipped items will reduce it but kind will, so some armor can be good for casters from beginning or with special smithing preparation some will reduce mages powers, there is can be cursed equipment thats will have large impact on Spell Effectiveness, so mages will stop use enchanted lower class shirt and pants with prison irons thats protect better then Daedric Armor and indestructible with more power then One Ring has like it was in Oblivion.
Received as perk in guild or at middle-high levels of magic and smithing skills) thats can be done for Battle Mages or Spellswords, Spell Effectiveness penalty can be reduced or negated, so we will see more difference between Pure Mage and Spellsword character.
Runed weapon can affect enemies thats cannot be affected by mundane weapons (immune to damage from normal weapons) its just check in CS so can be done with such perk.
Such template's can greatly increase variations of items make them more unique without need of creating great variation of models and textures, but if number variations of equipment will reduced will make difference also and can be have more visuals.
Make Smithing skill actually alternative to enchanting and alchemy, but also have more options crafter characters as well since can have nice cross-class perks so even more options for roleplay.
Make NPC service and guilds more actual and important since such templates need equipment, but also need character specializations via perks number of them limited so characters thats will just level up smithing but not invest into perks will receive only slower item degradation and basic repair and need NPC service for high price (price will lower if player will provide needed ingredients trough) so smithing will not gambreaker because its required money, rare ingredients and/or special character leveling.