It is my hope that crafting in this game is handled via NPC hirelings. I know there is a large sub-sect of the MMORPG fan base that loves crafting and some that even prize it above any other features. I have nothing against those types of people, but feel that 40k would be better served with a non-traditional, though not unprecedented (Shadowbane), approach to crafting. Generally, crafting in MMORPGs is handled by allowing each player to craft items. Crafting skills are separate from other skills and are individual to each player, must be leveled up, etc. They system I would prefer; NPC hirelings are used for all crafting of weapons/armor/vehicles. NPC hirelings can be upgraded to craft better items. There are different NPCs associated with different types of crafted items. Crafted items take time to create, longer for more expensive/important items. These NPCs can also operate as vendors, for automated item distribution purposes, and also can repair items under their purview. Resources are used to manufacture everything. Some may argue that this removes players from the joy of crafting all together. However, these NPC hirelings have to be "controlled" by the players. Players have to decide which types of NPCs to purchase in the first place, which NPCs to prioritize for promotion/upgrade, and finally, what items are being created. The NPCs will need to essentially be managed, similar to a RTS, but not as intensive. A player will need to set up the manufacturing queue for the NPC. e.g. Our clan needs Bolters right now, so I'm going to set our "weaponsmith" to start pumping out Bolters. Tomorrow we're running low on jetpacks, so it's time to set the NPC to craft a batch of jetpacks for the clan. The managing player(s) would need to make sure the NPC was provided with the appropriate resources for whatever it is they're wanting to be crafted. I feel that this removes an unneeded aspect of traditional crafting system, namely too much time investment. Crafting for your clan should feel more like controlling the logistics of an assembly line for the war effort, not like you're learning to make a slingshot, so that one day you can make a 9mm, so that you can eventually make the 50 cal. That's ridiculous... We're going to be warriors involved in waging war. We need to be out fighting, or doing drills, not sitting in our dropships and baking cakes to eat for menial buffs. You want a cake? Go buy a slice from the food/drink vendor NPC that you own. Your clan needs chest armor? Order your NPC armorsmith to begin production on pieces of chest armor, and come back in a couple of hours and check his progress. I'm weary of the traditional "jack of all trades" system many MMORPGs use in an attempt to appease as many player types as possible. "I'm a mighty warrior, that is also a master chef...and master blacksmith... You might not know this, but on top of training my entire life for combat that our way of life depends on, I also found the time to become a culinary wizard, and master artisan!". Would there be more detailed and deep crafting systems in other games? Yes, undoubtedly. But this game shouldn't be focused on being a crafter's haven. Let other games cater to that niche so that 40k can cater to its own niche...war. I think a NPC hireling system would provide enough player involvement to be fun for crafting oriented players, via managing resources, and micromanaging the NPCs, enough to be satisfying, while still not being overly-complex, and maintaining more of a focus on GvG.
This makes sense if one is playing as Space Marines or Chaos. The crafting/improvement would be handled by an enginseer, servitor, et.c. For Orks, though, I think there should be a solid crafting system - or at least the opportunity for one. That system doesn't need to be that complicated precisely because it's for Orks, just hammer a knife to a gun or a grip to a barrel and it'll work perfectly. Simple is better and more orky. I know too little of the Eldar to comment on them, however.
BURN THE WITCH! I mean....who knew The Iron Chefs were actually a Chapter? I'll have to really consider how I'd want any sort of crafting to work in Eternal Crusade. As you point out, most of the characters from various factions don't really have time to do such things themselves without taking away from the core idea of the game (at least as far as we know, obviously.) I'm wary of a team of NPCS doing it just because while having character interaction in Star Wars: The Old Republic was kind of neat, having them also double as my crafters rather....eliminated the feeling of accomplishing something by making things. I think we could all agree that Ork crafting is probably going to be the most fun (or funniest), depending on how it happens!
Will probably be able to learn certain "blessings" to put on weapons, which can be used to increase potency/accuracy/splash damage/etc. As you increase in "crafting" (blessing) knowledge, you are able to use stronger blessings. This would actually work for each race: SM: speaking prayers and rituals to the Machine Spirit CSM: dedicate your weapon to the Pantheon Ork: GIVE IT UP TO MORK/GORK (shit on it?, maybe put a hat on it?) Eldar: Pray to the ancestors for guidance
You are misguided, ancient heretic, every Sspace marine is trained to fix improve and improve his own weaponary beside that hard manufactuiring can be handled by techmarines
To some Orks, this might be the same thing.... But your ideas might be a good way to incorporate gaining skills in the game. More combat experience while using certain aspects of a faction might increase your ability to make them since your understanding of them deepens, allowing you to do the same for others.
Its going to be interesting seeing how Ork crafting eds up, if it happens, I think crafting is an important part of Ork kultur and I would be really bummed if they didn't incorporate it somehow.
Your suggestion is very similar to the Star Wars: The Old Republic crafting system, you have companions that you acquire through the story line that can then go out and perform tasks for you, they can gather raw materials and they craft for you, some companions are better at certain things than other ones, i.e. better at gathering scrap, or can get bonuses while crafting heavy armor. That type of system could easily work in the 40K universe, instead of companions you have little servitors/grots/heretics whatever you want to call em who go out and do all the gathering and crafting for you, they could even chill on your ship while they arent doing anything.