Quote Originally Posted by Shaily View Post
So, when running around doing leves or whatever, I would have to be prepared to repair my gear by carrying several items that might be required to repair? This doesn't make a lot of sense to me. Even if you could use alternate items to do a patch-job, that still leaves the dilemma of carrying multiple items, simply because you don't know what you're going to need. I would be quite annoyed if I had a rivet, a nugget, and a nail to repair something, only to discover that this time I actually need that bronze square I left in my retainer. This issue only becomes worse when you consider your gear may all be made up of different things (bronze, iron, canvas, cotton, hemp, bone, silver, leathers, etc.) and all require different repair item "sets".

Maybe I'm still not understanding exactly what you mean, but I'm still not convinced. To me it seems the only way the field repair idea would work is if the vast majority of items could be patched up with the same, small set of items, which doesn't make sense either in this instance, and isn't very realistic anyway.
Let me try again, this time with a more specific example, say a MRD axe.

Let's say that, by default, it can ALWAYS be repaired to a certain degree using CRP skill and a maple branch, or BSM skill and a bronze nugget. This would represent touching up the haft, or repairing nicks in the head. However, these 'quick' repairs may not take it to full 100%.

Occasionally, a more complete repair job may be required to repair the axe to a full 100%. In this case, perhaps CRP and a new axe handle is required, or BSM and a new bronze axehead, or even a TNR and a red buffalo leather strap. In these case any of the previous 'quick' options would still repair the item, just not to the full 100%.

The repair interface was already set up to handle this kind of system, since you can drop most any material(s)/item(s) into the craft window when the repair is brought up. I'm not sure how the myriad repair options would be displayed to the user, since the current display system has space for just one repair item / class.