Alchemy Ideas

Post » Tue Feb 01, 2011 12:30 pm

I like the idea of throwing because I am thinking alchemy should be like a magic substitute...


No, not only a magic substitute! You can have a load of spells and a ton of magicka and still want to do this. In certain ways, a thrown potion would actually be better than spell casting. I'll tell you why....

Area effect plus extended duration gets very very expensive (both in gold to create and magicka to cast) with spells! With a thrown potion, you get a decent amount of area effect and duration FOR FREE!
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Wed Feb 02, 2011 12:25 am

Don't get me wrong, brewing up potions and poisons is great and all that, but how about something a little more interesting? Using potions for purposes other than consumption and poisoning weapons would be great! Here's a few of my ideas...

- CATCH! It would be great to have the ability to throw potions! Imagine a fire damage potion that you could then lob like a Molotov Cocktail? Or toss a vile of poison, and watch enemies collapse as they breathe in the deadly fumes!

- NINJA! Stealth players could even make sleeping gas or smoke bombs for a safe getaway!

- ACID... Don't want to play the lock-pick mini-game? Pour one of these into the keyhole.

- BOOM! Brew up a few exploding potions and combine them with your arrows! Or just chuck 'em like grenades. Put that physics engine through it's paces!

- NASTY... Need to assassinate someone for the Dark Brotherhood? Break into their pantry and add poison to their favorite wine!


I hope Bethesda is listening.


love it

man that would make alchemy not as lame as it was :P

I especially like the acid idea, you can even have like really expensive and rare ingredients to make potions that can melt the toughest locks :)

if Beth does not do this a mod should be made for it ASAP :bowdown: :bowdown: plz modders hear our plee
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Wed Feb 02, 2011 2:24 am

It would be interesting to have a few additional uses for potions, but throwing them doesn't seem like that great an idea, especially if you can't throw "throwing weapons". Why can't I throw a dagger, axe, or dart, if I can toss potion vials?


yeah i guess but its alot easyer to throw a glass vial on to the floor than hit some1s weak spots with a throwing axe.
Personally think you should be able to throw anything, after all you just go pick it up again, could be a trade off of different skills say strength, agility, marksmen and one/two handed. to disappearing bag of 50 spears/daggers ect.

if no throwing then at least acid lock pickin, stealth smoke sheilds and armour/weapon oils as they are applied not thrown.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Tue Feb 01, 2011 5:56 pm

yeah i guess but its alot easyer to throw a glass vial on to the floor than hit some1s weak spots with a throwing axe.
Personally think you should be able to throw anything, after all you just go pick it up again, could be a trade off of different skills say strength, agility, marksmen and one/two handed. to disappearing bag of 50 spears/daggers ect.

if no throwing then at least acid lock pickin, stealth smoke sheilds and armour/weapon oils as they are applied not thrown.


yah at least :P

I imagine it will be easy to do this with alchemy with the new engine :shrug:
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Tue Feb 01, 2011 11:30 pm


The guarding thing is a good thing. Getting potion ingredients was too much of a pain in oblivion. Maybe they can do it dragon age style. if you find a source of something be it ore, herb or something else, Then all the shops start stocking that resource.
is that a joke because you could get them almost every where whit the exception of rare ones.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Wed Feb 02, 2011 1:56 am

A few suggestions:

1. One thing I really enjoyed about one of the Oblivion mods was one in which flowers/flora that we pick would change from the full model to one missing it's flower, showing me clearly that I had just harvested it and preventing me from wanting to try again. This was very nice, and made the job of gathering reagents much easier and enjoyable - more real.

2. I would like the ability to save my own recipes into a book that I can then recall from a list if I want to re-mix potions I've made in the past, without having to re-select all of the reagents again and go through the entire process.

I loved Loved LOVED Alchemy in Oblivion, and very much look forward to seeing it in action in Skyrim!
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Tue Feb 01, 2011 4:21 pm

They could use the mine laying and grenade animations from FO3 for laying traps and tossing flasks.The crafting system could be used to make the various items.potion of paralysis+2 iron ore + Caliper =stun trap.Seems reasonably easy to implement.
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Wed Feb 02, 2011 3:38 am

is that a joke because you could get them almost every where whit the exception of rare ones.


You can find an ingredient everywhere, but never the one I wanted. If i just wanted to make a potion, I could do that. search threw my inventory and make one out of random ingredients. If I wanted to make a potion for a with a affect I wanted, that was not so easy. I wanted to make a potion of invisibility for the longest time well playing, but I was able to level my illusion skill and buy the spell before I gathered up the ingredients I needed.

To sum up, Yes ingredients are common, but only if you just want to make potions in general. If you want control or choice over what you make, It's something of a pain.
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Tue Feb 01, 2011 5:30 pm

You can find an ingredient everywhere, but never the one I wanted. If i just wanted to make a potion, I could do that. search threw my inventory and make one out of random ingredients. If I wanted to make a potion for a with a affect I wanted, that was not so easy. I wanted to make a potion of invisibility for the longest time well playing, but I was able to level my illusion skill and buy the spell before I gathered up the ingredients I needed.

To sum up, Yes ingredients are common, but only if you just want to make potions in general. If you want control or choice over what you make, It's something of a pain.


Even then you aren't quite correct because each ingredient that grew in nature would have specific spots where it would grow in abundance. To get a Restore Magicka potion at a low level you can use Flax and Steel Blue Entoloma Caps. You won't find many of either of these near Bruma or Cheydinhal but they are everywhere around Chorrol and Skingrad. Every ingredient that grows has specific places to find a ton you just need to know where to look. But yes you are right you need to have 50 Alchemy to get two plants that have Invisibility but if you got that high you would have more invisibility potions than you knew what to do with. They also happen to sell for a buttload.

Hmm... how much money is in a Buttload anyways? Suppose it depends on the size of the person and value of the currency lol.
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Tue Feb 01, 2011 6:45 pm

A few suggestions:

1. One thing I really enjoyed about one of the Oblivion mods was one in which flowers/flora that we pick would change from the full model to one missing it's flower, showing me clearly that I had just harvested it and preventing me from wanting to try again. This was very nice, and made the job of gathering reagents much easier and enjoyable - more real.

2. I would like the ability to save my own recipes into a book that I can then recall from a list if I want to re-mix potions I've made in the past, without having to re-select all of the reagents again and go through the entire process.

I loved Loved LOVED Alchemy in Oblivion, and very much look forward to seeing it in action in Skyrim!


you sir need a cookie :cookie:
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Tue Feb 01, 2011 10:44 pm

a mix betwen capsule corp items from dragon ball and marvelous tokens from D&D? :P. I think it would be too 'magical' for TES, unless it takes a reasonable time to grow like with Telvani structures.

Oh the first section would be rather small so it wouldnt take too long to grow. Just a little base of operations for a few weeks and it rots away or you grow it bigger into a perm structure.
User avatar
Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Wed Feb 02, 2011 4:37 am

Alchemy is my favorite part about TES games. I love gathering the herbs and making potions.

I hope that there are houses in game you can purchase that come with a garden or maybe houses with gardens that if you kill the owner and take their house you can use their garden...

Like the http://www.uesp.net/wiki/Oblivion:Frostcrag_Spire_%28place%29#Alchemy_Garden in Frostcrag Spire. The tower east of Bruma in Oblivion that serves as a home for magic-oriented characters.

Except I would like to see gardens outdoors and have farmers tending to them and stuff, with you able to steal from them and if you own your own plant stuff in them and have them grow for a steady supply of whatever.
User avatar
steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Wed Feb 02, 2011 3:55 am

A few suggestions:

1. One thing I really enjoyed about one of the Oblivion mods was one in which flowers/flora that we pick would change from the full model to one missing it's flower, showing me clearly that I had just harvested it and preventing me from wanting to try again. This was very nice, and made the job of gathering reagents much easier and enjoyable - more real.

2. I would like the ability to save my own recipes into a book that I can then recall from a list if I want to re-mix potions I've made in the past, without having to re-select all of the reagents again and go through the entire process.

I loved Loved LOVED Alchemy in Oblivion, and very much look forward to seeing it in action in Skyrim!

I didn't play on PC but that first mod sounds awesome. It would be a big improvement from Oblivion. They also said they want a 3D image for each object in your inventory so they could then have the flower or whatever you picked be in there with the stem left on the ground.

The recipe book sounds nice too but I'll be honest I do that myself with a notebook, :shrug: yeah I take alchemy serious :laugh:
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Tue Feb 01, 2011 7:47 pm

This would add a massive amount of depth to stealth gameplay. A marksman/venomancer would be incredibly fun to play if alchemy made up for relying on magic to support a thief.
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Wed Feb 02, 2011 4:51 am

Molotov Cocktail: Fire damage
Poison Gas: Damage health
Smoke Bomb: Blindness... essentially makes you invisible to affected enemies - even though you're not really invisible.
Sleeping Gas: Massive fatigue damage
Bomb: Fire damage plus force
Napalm: Massive fire damage
Deadly Gas: Massive health damage... instant kill for petty/lesser/common foes.


Some ideas I like, others not so much and I'll tell you why.

Throwing bottles of poison whether(acidic/corrosive/poisonous)--yes good idea
Throwing bottles of poison that you could shoot in mid-air with an arrow(for added challenge and kudos) to shatter the glass and spray a charging enemy with its contents--yes awesome idea.
Flammable or conductive substances that you could ignite with a fireball or charge with a lightning bolt--yes cool idea
A gas that damages fatigue or health--yes good idea but only if the cloud was unpredictable and could envelop you and do damage as well

But anything that can self-ignite or explode on contact I don't like, because if such a thing were possilble then what comes next--Explosively charged rifles? Handguns? The Elder Scrolls VI: Modern Warfare--No I don't think they should venture off in that direction.


I'd love to see more ingredients, recipe books for potions, measurements and weights, etc. used.

Imagine;

You need 30g of Flax for a recipe. You have a pair of scales, with 3 x 10g weights on one side. You need to add x amount of chopped flax to balance the scales.
After that, you need to dilute it with 250ml of water. Using the anologue stick/mouse, you tilt a beaker of water into a measuring jug until it reaches 250ml.
Now add 30g of ground Steel Blue Entoloma Cap to the mixture.
Now also imagine that making errors in the recipe resulted in a penalty to the final bonuses granted to the potion. E.g., you instead have 33g of Flax, 300ml of Water and 27g of Steel Blue Caps, that means you have an error margin of 10% on Flax, 20% on Water, and 10% on Steel Blue Caps. This means a total error margin of 13% for the potion, meaning the final bonuses will be decreased by 13%.

Now also add into that mixture that some weights and measures might be estimates, or plain wrong, and it is up to you, the budding alchemist, to find the right ratios.


I like the idea of making the actual science of alchemy in the game a little more complicated and esoteric for those that spend a lot of time making potions.
Personally I would like it if none of the ingredients had their actual effects listed, until you tasted them. Then perhaps the effects could automaticlly appear in a virtual alchemical journal in the player notes or inventory and as you attain new levels in alchemy more effects would reveal themselves to you when you re-taste an old ingredient you've already tested.

This process could be made deeper when you begin to combine multiple ingredients to create potions or poisons. Rather than have to match ingredients together that have common effects, perhaps all combinations could create something(some terribly powerful and some that are no more than duds), but which combinations will create the most ideal potions/poisons would remain a mystery to the player until that combination was tested in game through trial and error---Think of it as an all new form of exploration for the budding alchemist.

Lastly, the act of creating a potion could translate into a mini-game in which you have to work the pestle around concentrically with the mouse or gamepad--perhaps pushing a button at the right time for extra pressure until the ingredients are ground down and ready to be diluted etc. Each ingredient could be given its own distinct, ideal consistency that you would strive to achieve when in the mini-game to maximize the potency of the potion. Achieving this ideal consistency would be the point of the mini-game, but could also be bypassed for those that can't be bothered with it.

What if any house you bought had a garden you could use to harvest alchemy ingredients? It would be kind of like the one at Frostcrag Spire, but it would start off empty. You could then buy or find seeds to plant it with!


Yes. Excellent idea!
User avatar
stevie trent
 
Posts: 3460
Joined: Thu Oct 11, 2007 3:33 pm

Post » Tue Feb 01, 2011 9:11 pm

I like both ideas a lot but there's a risk with the garden one. It should be limited to only a few stuffs like carrots, lettuces and potatoes lol (well, a few more perhaps :biggrin: ). See, I'm obsessive about hunting alchemy ingredients, it gives me great joy to explore the wilderness and just look for rare ingredients. I wouldnt want that be taken away if I could easily just plant seeds and harvest all the ingredients from one spot.
User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Tue Feb 01, 2011 9:12 pm

The Witcher had quite a nice potion system.


+1
User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

Post » Wed Feb 02, 2011 4:35 am

Really dont like the idea about throwing potions .. to throw with skill ... whould be A whole another skill. Just cause you can make A deadly potion ... does not mean you can throw it with any accuracy. Throwing would be part of the marksman skill. Also .. these potions would need too be alot weaker then the spell verson ... If you can now throw pots .. that would make magic weakers .. so ppl would just make A heavy Armor, Althalicy Marskman whom throws pots.
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Tue Feb 01, 2011 5:40 pm

I like both ideas a lot but there's a risk with the garden one. It should be limited to only a few stuffs like carrots, lettuces and potatoes lol (well, a few more perhaps :biggrin: ). See, I'm obsessive about hunting alchemy ingredients, it gives me great joy to explore the wilderness and just look for rare ingredients. I wouldnt want that be taken away if I could easily just plant seeds and harvest all the ingredients from one spot.


Maybe finding the seeds could involve lots of exploring for you. You might even have to look in a botany book to find out what parts of the year the plant even produces seeds!
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Tue Feb 01, 2011 9:17 pm

Another thing ..as you master Alchemy you should be able too pick the effects from each ingredient ... how it works in oblivion if somthing on the ingredient is first before the one you want .. it will take that. So some times you go too make a restore HP pot .. and it has neg feg on it ... and that made it a poison. ... Maybe have this as the very last effect from mastering alchemy
User avatar
BlackaneseB
 
Posts: 3431
Joined: Sat Sep 23, 2006 1:21 am

Post » Wed Feb 02, 2011 6:38 am

Maybe finding the seeds could involve lots of exploring for you. You might even have to look in a botany book to find out what parts of the year the plant even produces seeds!


Yeah I would love that. Especially the book/research feature.
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Wed Feb 02, 2011 4:29 am

Yeah I would love that. Especially the book/research feature.

That would be great with the research, I love to hunt the ingrediants also: I love both options above I just would not want the potions to overpower magic users, it would be great for somebody to use them if they did not have alot of magic to mess around with...
User avatar
Jennifer May
 
Posts: 3376
Joined: Thu Aug 16, 2007 3:51 pm

Post » Tue Feb 01, 2011 10:37 pm

Easiest way to make money! LOL...

Speaking of money... how about a potion that turns lead (or other metals) into gold? Haha, because historically that was the real goal of alchemy before modern chemistry!

Cool ideas, can you imagine the chaos in dungeons if you could throw explosive potions. :flamed:
Also, the Alchemist's quest to turn lead into gold was a metaphor for the secret of eternal life, which was the true goal of all Alchemists. :thumbsup:
User avatar
Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm

Post » Wed Feb 02, 2011 5:12 am

Smoke bombs (see Assassin's Creed 2/Bro), Firebottles, and mass paralyzation please. It would make the alchemy skill even more interesting. Oh, and tint maps so we can change the color of our clothes, and alchemy to create the dyes.
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Tue Feb 01, 2011 10:43 pm

... Oh, and tint maps so we can change the color of our clothes, and alchemy to create the dyes.


I think you might like http://www.gamesas.com/index.php?/topic/1160853-custom-clothing-and-armor/page__p__17035577__fromsearch__1#entry17035577 then.
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

PreviousNext

Return to V - Skyrim