MODORATOR: For clarifacation, I have edited and reworded parts of this post.
1. Crafting would be optional. Dont like crafting? dont craft. You can seek out an NPC to do the same modifications, or buy the same items. You can get a few unquie things from my suggested forms of crafting but nothing unbalancing.
2. Camping NPCs for items? You didnt read very closely, all the crafting skills use parts from the SCAVANGE ability that comes with the skill.
Scavange: Can only be used every 5 or so minutes and only finds parts/items in an area with recent battle. So theres no camping, just during a calm in fighting, your avatar kneels down and sifts around for some parts for a few moments.
3. A maxed level character can go buy from an NPC, virtually any upgrade. Allowing him to craft that upgrade wont change the fact that he'll have it either way.
HOWEVER, a LOW level character can get the upgrade SOONER since it will be cheaper. In the case of bomb craft, the homemade explosives can be made much easier and cheaper than, and will be almost as good as, the bombs/grenades carried by maxed levels. In other words crafting could serve to get lower level characters on their feet easily.
4. In the case of World of Warcraft (im not a big fan but someone brought it up) rarely do level 60's wear items made by another player. Their equipment is all typically a drop they got in some end game dungeon. Skills like Armorsmith and Weaponsmith help the low-mid level characters far more.
Weapon Crafting
Allows you to make the modifcations to your weapons yourself, without needing to consult and pay an NPC.
Passive: Weapon upgrades are far cheaper when done yourself, and a profit can sometimes be turned by offering upgrades to others.
Active: Existing upgrades can be removed at no cost, and a new one added if desired at normal cost.
Active: Allows you to change simple upgrades like scopes and laser sights on the battlefield, without a workshop. An extra satchel is used to carry up to two extra attachments without digging into normal inventory space.
Ammo Crafting
Passive: Emergency Cache: A satchel always with the character, is used to carry emergency ammo without dipping into normal inventory space. The extra amount is undetermined (since weapon details are sketchy at best) but should be roughly an extra two clips worth. Scavanged items also accumulate in here.
Active: Pack Ammo: Can pack their own ammo using scavanged components, slightly cheaper then buying it. Nearly all ammo types can be made if the right components are available, along with some unquie types that cannot be bought from vendors.
Active: Scavange: Search the ground around for unspent rounds, spent but undamaged shell casings, empty clips, and other various objects neglected during a war. Items are nearly worthless when sold to a vendor but can be used in constructing ammo. Must be used in an area that recently experianced battle. These items go into the special satchel if available, or use up normal inventory space otherwise.
Bomb Crafting
Passive: A satchel is carried that allows storage of two explosive devices, or two stacks (for small cluster items like grenades) without using normal inventory space.
Active: Craft Explosives: This skill can be used to make standard grenades, mines, etc at slightly below normal cost. However, other less conventional things, like homemade pipe bombs, expertly made moltov cocktails, and such, can be made at a fraction of the cost of a regular grenade of similar strength. They CAN be unreliable however...
Active: Boom!: This skill can be used to modify existing explosives (grenades, mines, etc) to enhance either their blast radius by 25%, their power by 25% or both by 10%. This uses no items but has a tiny chance of damaging the explosive in the process, making it a dud. There is also a very rare chance that the item could explode in the crafters face, most likely killing him but im sure that will never happen to YOU
Armor Crafting
Passive: Armor repair equipment functions 25% faster. vehicle repair equipment functions 10% faster. A satchel only able to hold shards (see next ability) is also always carried.
Active: Scavange: Shards of damaged armor and seemingly worthless metal fragments are collected from the groud, and can later be melted down into useable parts for upgrading armor. The shards go into the special satchel used only for them.
Active: Emergency Patch: Heals a small portion of armor to a friendly soldier including yourself. It consumes one "armor fragment" (gathered using scavange) but can also be used on target with full armor to give them a small (temporary) increase in their maximum armor. The increase is lost as soon as damage is taken that reduces it below the normal maximum.
Apocathery
Passive: Healing equipment used by you works 25% faster. A satchel that carries up to three total healing items is always carried.
Active: Craft Medicine: Using the same materials as used for two medkits, the crafter can instead create a hypospray. Hyposprays cause the user to regenerate fromy injury for a short period of time after initial use (roughly 4-5 minutes). The more damaged the user is, the faster the regeneration effect will be. A person with critically low health will heal rapidly at first, and the effect will slow down as his health level increases, till its barely noticable at about 75%.
Active: War Bandage: This skill can be used on an injuried friendly to restore a tiny portion of lost health. Use is almost instant, and consumes and uses no item worthy of noting, but the target must be below 50% health. Skill can only be used once every few minutes on the same target.
Opinions? New ideas?