Armor in oblivion is very bland and boring in comparison to its predecessor. the only thing i have to look forward to in the stock leveled list are really op unpractical looking uber sets. not that i mind that, its just that i like a good suit of rugged looking leather, and unfortunately thats something i have to mod in, if i can find it [not just a retex]. the system that has been hinted at so far seems like its going to drastically improve your experience gearing up your character. but i wonder how extensive it will be. so i have decided to make this thread to give you all the chance to explain the way YOU would like the system to be handled.
MY ideal system would be based on multiple factors. some are based on systems we already know to be in the game, like dynamic supply and demand, and extensive crafting.
this is all for variety of design and function within the stock materials.
- material
the material is probably the most important, depending on the material your gear is made of the wieght, price, and availability are determined. iron ore is easier to come by than the clay and coal needed to make the steel. and iron can be fassioned into many simple designs, but is heavier and brittle in comparison to the steel. schematics, plans, designs, molds, whatever, this is also considered a material but not a consumable and also are effected by availability and local need. - location
also important, location determines supply and demand. availability of materials is determined by the individual location, so a mining town should have a variety of ore and a logging town a surplus of wood [we know that already]. also the local culture can reflect the design of the gear that you purchase or find, crafted gear would be based on designs and molds that you aquire that would also have ties to location, example of this would be finding a book on nord shieldcraft that allows you to craft an emblem of riften on your wooden buckler. - craftsmanship
your crafting skill determines the durability and functionality your gear and the final look depending on design. this also applies to local smiths and - purpose.
dispite similarities not all items of the same material have the same purpose. a leather jerkin will have a different weight and function than a leather hauberk. a steel hand Axe will have a different function and weight than a steel hatchet.
also i would like to see some visual effect to wear and tear.