Sewing kits, hotplates, welding rigs and electric forges can be used to fit or reinforce armor.
Firearms have a wealth of available mods that will no doubt continue to expand.
My suggestion? Using a forge to hone melee weapons in a similar manner.
Ideally the character would (A)ctivate an electric forge or other suitable tool, select a weapon and be given a menu akin to that which pops up for the pocket knife; presenting players with options based on their fabrication skill and the weapon. The selected option would attach a prefix to the item ((Much like reinforced does)) and bestow a particular benefit while consuming some material components in the process.
I highly encourage the suggestion of effects, since people seem rather on board with this.
Blunted was a no-no for the cudgel, as it doesn’t really increase damage so much as convert cutting/stabbing damage to bashing damage. This and its counter parts for cutting (Sharpened) and pierce (Spiked?) could end up specializing a weapon for fighting particular enemies, what with the suggested (planned?) damage type/resistance rework I remember glancing at.
EDIT
Renamed sharpened to serrated, as a sharpened spear or knife sounds like it would stab better.
I like it! Similar to gun mods weapon can have “mod slot”, but hidden instead. Some mod should be exclusive, like blunted vs honed, blunted vs serrated.
This is a really good idea and I think it should be implemented. The only thing is that I think there should be a big stat requirement for both the damage class of the mod you’re installing and also for fabrication in general. Not just anyone can serrate a regular blade with a forge, it takes a considerable amount of skill.
[quote=“Logrin, post:1, topic:4866”]Sewing kits, hotplates, welding rigs and electric forges can be used to fit or reinforce armor.
Firearms have a wealth of available mods that will no doubt continue to expand.
My suggestion? Using a forge to hone melee weapons in a similar manner.
Ideally the character would (A)ctivate an electric forge or other suitable tool, select a weapon and be given a menu akin to that which pops up for the pocket knife; presenting players with options based on their fabrication skill and the weapon. The selected option would attach a prefix to the item ((Much like reinforced does)) and bestow a particular benefit while consuming some material components in the process.
Example:
Honed - Small cutting damage buff Weighted - Extra blunt damage, reduce to-hit Balanced - Increase to-hit Lightweight - Reduce weight/moves-per-attack and overall damage Blunted - Increase blunt damage, reduce cutting/pierce damage Serrated - Increase cut damage, reduce blunt/cutting damage etc[/quote]i approve of this. get on it devs!
Hilt-balanced - faster attack speed, lower damage outpud Tip-balanced - slower attack speed, higher damage output Spiked - adds piercing damage, lowers cut damage Corroded/Bent/Cracked - lower damage output, result of being unlucky with upgrading Netherrealm - applies various effects on enemies circa teleportation, fire burn, electrocution, acid burn; random only - 0.001% chance to imbue weapon on upgrading(Note on lore-wise of this thing: toxins from netherworld that weapon accumulated through time turned OH MY active because of operations you performed). Note: removes any other upgrades.
You can’t apply this upgrade, silly, your bat is already spiked. Or, alternatively, you can just insert more nails. The second way is slightly amusing and I like it.
I guess the way to do it would be to remove the nailbat and have it replaced by a normal bat with the “nail” modification same with the nailboard and the N.O.R.D