Just simply, using 2-3 pieces of the same material (quality doesn't matter) as was used to create an armor to fully restore armor's state.
It obviously must not rise quality or armor itself, if quality of repairing material is higher, than armor. And it must require anvil and hammer too, to prevent from "combat-repairing"(though existed battle system is too short in time to keep an eye your armor state).
I think not only i hate to see crappy and useless armors in my storage, that were 60-90 quality at first, but now they can not be compared with the simple leather armor.
DatOneGuy wrote:I suppose a more formal and direct way of stating that we should be able to repair just armor is fine.
I'm not for this idea though, not as it's stated.
Well, if you want to specify...
Say, we have 2000 HP, 150/150 chainmail. I'ts like somewhere around of Q40. Let's take armor's parameter (2000 hp) as X.
In a battle we loose, for example, 1100 hp of chainmail. Let's take hp of damaged chainmail (900) as Y.
Each repairing attemp should take 1 bar of the same metal, as was main when you make your armor. Bronze for bronze armor and helm or wroughts for chainmail and druid helm are obvious, but such as dragon helm should require steel, because it have been used most for it.
And the formula i see is pretty simple: Y+(X*0.25) - each bar used for repair will give 25% of maximum HP that armor can have due to it's quality.
With numbers above we get:
1st attemp - 900+(2000*0.25)=900+500=1400 HP
2nd attemp - 1400+(-//-)=1400+500=1900 HP
3rd - it's up to smith - will he waste one more bar to rise it to maximum only by 100 HP or will he keep this bar for future.
Maybe percentage should depend on smithing skill. The higher skill, the more % smith will gain from each bar.
As for mechanics, it should require a hammer in a hand and you should "activate" an anvil like when you craft something. Then just pick a bar and right-click on armor to repair it.