Lol, what are you talking about? :rolleyes;
Eyes forward, buddy.
It's better to have axe and blunt skills than a single blunt skill that accomodates both.
Also, there shouldn't be major changes to the game. Changing the game too much just stops it being a TES game. TES has always had a similar skill system, If I want to be able to use any weapon with a single skill, I'll go play Fable.
It isn't. http://www.wulflund.com/images_items/european-mace-with-wooden-handle-replica_2.jpg, http://www.theknightshop.co.uk/catalog/images/600642.jpg, and http://www.realmcollections.com/images/pl/Other_Weapons_German_War_Hammer_M600366_1753.jpg are of a similar enough type and use that knowing how to use one directly translates into knowledge of using another. http://www.aceros-de-hispania.com/image/battle-ready-sword/188twohand-war-axe.JPG are used in a different style, so they get a different skill. The name Maul is appropriate for this skill in the batter or lacerate definition.
TES hasn't always had the same skill system. Arena didn't even have skills, Daggerfall had 37 skills, Oblivion had 21.
Considering that I see wearing armor as impacting almost all mobility-dependent skills -- all spell-casting skills, all weapons skills, block, athletics, acrobatics, sneak, and possibly more -- then yes, I would put a 1-100 armor skill on par with any other single skill.
The armor system you are backing is a good one and I would be happy to see it. If, however, armor continues to be a skill in ES V, then then I would be happy to see it work the way I suggested, and additional effects from the armor itself would be gravy. The main thing is that we have good and reasonably believable cost-to-benefit tradeoffs to wearing armor. Reducing the character's effectiveness in his mobility-dependent skills while giving him damage resistance is a good way to go about it. The penalities would also help make playing unarmored characters more enjoyable. In Oblivion, I appreciate the little extra advantage in spell power I get by not wearing armor. I think it would be even better if not wearing armor offered additional advantages, such as doing a bit more damage, and attacking a little faster, and blocking a bit more effectively.
Allowing the character to carry an entire, specialized smithy in the palm of his hand is perhaps just a tad extreme. A much less extravagant repair skill, or skills, could possibly work quite well enough.
I also see armor affecting all those things, so it's not as if I'm against you in this. Though, most everything you would learn about wearing a suit of armor, you would learn in the first hour of wearing it. Things get a little better as you wear it for a week, but I can't see a person being a master of armor from this.
The best thing you have working in favor of an armor skill is a few lines from Vegetus in De Rei Militari where he said that Roman soldiers trained in armor that was twice the weight of their combat armor so that when they got into battle, they were able to fight faster, harder, and longer. What that means is that there is a feeling of relief and energy for a fight when everything feels lighter, which doesn't say much for someone who trains in heavy armor and fights in the same armor. And what did the legions do? Eventually they stopped wearing armor at all because they decided it was too heavy.
If you can find some good source on armor instruction, how to wear it, how to fight with it, I'll take a look. A thing you could look into is the http://www.thearma.org/manuals.htm section and see if you can dig up anything. This writing about http://www.thearma.org/essays/Saxo.htm has some to say about armor.
for armor repair i would rather have it that a smith has to repair it or you have to actually use a smith set up with anvil, water tank etc. these could be located in weapon shops and specialized merchants. limit field repairs to 80% or something since you can literally bang out dents with a hammer and sharpen swords with stones but the heavier damage needs to be fixed at a smithy.
i HATE oblivions warhammers..........they are stupid beyond comprehension. i even tried replacing them with the realistic ones from dungeons of ivellon mod but i got to lazy and frankly i use blades and there arent alot of warhammer users ingame anyways.
With armor, I think they need to split it by reasonable repair method. Obviously applying a hammer to a glass sword makes it break more. How would they even make the shape of a glass sword from the volcanic spill? An insane forge it what it would take to repair anything glass or ebony, so I'd completely discount the player's ability to fix that equipment.
The average smith couldn't deal with Dwarven armor because they don't know the composition well enough to make effective repairs. Have you ever seen a bad weld on a building? It never ends well. You'd need a specialist to work with Dwarven.
The average blacksmith should only be working with Iron, Steel, and Chainmail. You'd need a Cordwainer for Fur and Leather types of armor, a Silversmith for silver armor and weapons (There have been silversmiths before in TES games, this is lore consistent), a specialist for Mithril and perhaps Orcish, and I don't know how that little Morrowind dev thought it was a good idea to have Ebony be volcanic glass obsidian (now called god's blood or something trivial), but assuming it can be repaired whatsoever, it would take a specialist.
A small side note, I kinda mentioned it before but i wanna get a little more into detail there.
If you wear heavy equipment it should NOT just make you move slow, I think one of the issues there is that it's simply easier to slow down a animation instead adapting it to the weight of your gear.
But there lies the big problem, if you're just slowed down it makes it look ridicules and you also won't be able to fight realistically.
The weight of your gear changes relatively little of how fast you are mid movement, once you swing a weapon or you start running with a great load physics takes over. As said it should count more into the initiation time and the recovery time, if you wear heavy armor you'll take a little longer to move and to stop moving, a heavy weapon will take longer to initiate the swing and later on to get it back up again, but mid run and mid swing it has little influence. There it can even be used as an advantage, a heavy weapon has a far stronger impact and if you smash into someone wearing heavy armor you're likely to plow him down.
It's all always a double edged sword, Heavy gear means better protection but lower mobility, light gear means higher mobility but less protection.
And sure heavy gear DOES influence your top speed but not by that much really, what it does is exhaust you a lot more for trying to keep up with your usual top speed.
Battle armor shouldn't be more than say, 60 pounds, but for fantasy reasons I could see letting it get up to 75. Either way, like you said, it isn't such a burden in battle. The main burden is when you aren't in battle.
- Make ESV less player-centric, please. I don't want the player character's importance completely diminished, but in Oblivion it felt like in-your-face player importance. For example, in dialogue, random NPCs with no importance, such as shopkeepers, would direct YOU to help out with something to begin a quest. Why would they possibly do that? They don't know you, they're a shopkeeper of no importance to a quest or game-play. I'm thinking of dialogue in the rumor category like this: "So-and-so lost some things of importance, why don't you go over and help?" I hated that in Oblivion. That kind of thing would obviously work if you're being asked by the quest-giver, but by random citizens, no...
That would be good.
I'd also like to say that knocking someone down should pretty much mean that you win. A hit or two when he's on the ground needs to kill him.