Alchemy Ideas

Post » Tue Feb 01, 2011 7:04 pm

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!


NOTE: You can have a load of spells and a ton of magicka and still want to throw potions. Because, 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
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Tue Feb 01, 2011 6:16 pm

Hey some potions could be just for fun! You could drop a stink bomb in a crowded pub, or slip "Grow Beard" into a woman's drink!
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Tue Feb 01, 2011 12:15 pm

:shakehead:
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Wed Feb 02, 2011 1:26 am

Expanded Alchemy would be sweet
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed Feb 02, 2011 12:02 am

All thrown potions would have damage, area, and duration dictated by the players Alchemy skill level, and quality of the ingredients and alchemy equipment. Here are some cool types of thrown potions...

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.

You guys have any more ideas?
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Tue Feb 01, 2011 3:50 pm

I would love to see Skyrim expand on its Alchemy. I think I spent most of my time in Oblivion picking ingredients and mixing potions.
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

Post » Tue Feb 01, 2011 4:58 pm

Cool ideas. Would be awesome to have more ways to use potions, poisoning drinks, corroding locks, throwing at enemies etc.
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Tue Feb 01, 2011 6:40 pm

I would love to see Skyrim expand on its Alchemy. I think I spent most of my time in Oblivion picking ingredients and mixing potions.


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!
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Tue Feb 01, 2011 8:19 pm

Sounds like an idea that could be fun to play with.
One idea of mine - Flare - causes a burst of light when the vile breaks - this could be useful as a way to distract an NPC while they hide their face or run to the area to investigate and could also be used as a way to light an underground room so that you could search it without using a tourch or night eye spell
User avatar
xx_Jess_xx
 
Posts: 3371
Joined: Thu Nov 30, 2006 12:01 pm

Post » Tue Feb 01, 2011 1:02 pm

I would love to see Skyrim expand on its Alchemy. I think I spent most of my time in Oblivion picking ingredients and mixing potions.


+ 1

Spend a few days in the wilderness harvesting ingredients, hunting animals, etc., coming back to town, making potions, sell, repeat. That sums up over half of my Oblivion experiences.

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.



If only this would make it into TES V...
User avatar
Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Tue Feb 01, 2011 12:59 pm

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


I love this idea! You could buy or learn a recipe, then instead of having to sort though all your ingredients you could select "Make Potion of Silence" and bang your done! If you don't have all the ingredients you'd get a little message, like "You are out of Vampire Dust."
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Tue Feb 01, 2011 11:21 am

I just had a pretty cool idea...

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!
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Wed Feb 02, 2011 12:15 am

Since many can be gathered from the wild, no.
It makes no difference to me whether they are cultivated or wild found ingredients.
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Wed Feb 02, 2011 2:14 am

It would be great to add to food, drinks books and other things attached to NPCs AI packages a slot to be poisoned. Even furniture could clasify for this with the aid of a needle.
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Tue Feb 01, 2011 4:41 pm

In addition to these ideas I think being able to distill ingredients would be nice. It would either have to be very costly or you would need a high Alchemy Skill. Basically what it would do is take one ingredient and separate the 4 ingredients into their own vials so you waste less.
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Tue Feb 01, 2011 8:06 pm

Id love to have a potion where when you throw it a tiny hut grows. Other more elaborate potions could make other larger dwellings.. from stone mud wood fungi or even a tree or bush.
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Tue Feb 01, 2011 7:22 pm

Id love to have a potion where when you throw it a tiny hut grows. Other more elaborate potions could make other larger dwellings.. from stone mud wood fungi or even a tree or bush.

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.
User avatar
Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Tue Feb 01, 2011 10:14 pm

At first I voted no to throwing poisons and yes to the garden. But after reading I changed to both yes.

Because I think the first poll question is about more than throwing. It's kind of about making bombs and other things. I think that's perfectly reasonable. Dragon's Age for example allows rogues to do things like that including bombs and traps.

I've been alternating between Fallout 3 and Oblivion. While I prefer Oblivion more, one thing I really miss is mines from Fallout 3. I see a bunch of necromancers or some other bad guys, and thing I really wish I could place a mine/trap here and lure them into it like I could in Fallout 3.

That said, I suspect most of these "Would you like Skyrim to have....." threads are not going to have much effect. Because given the release in November I suspect most of the game mechanics have already been defined. it seems ot me that now they are likely developing or completing quests; creating interesting places, NPC, landscapes; and placing fun things to discover. All using existing mechanics and elements already created.
User avatar
Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Tue Feb 01, 2011 11:29 am

The Witcher had quite a nice potion system.
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Tue Feb 01, 2011 11:40 am

Since many can be gathered from the wild, no.
It makes no difference to me whether they are cultivated or wild found ingredients.


Don't you think it would be nice to not have to look around everywhere for that one little ingredient you need? Of course you wouldn't have to plant everything you come by... you could just plant those rare and expensive ingredients. Also, your home cultivated ingredients could have an effect bonus applied, or replenish faster than wild ones... Or it could be the other way around, and certain ingredients could be more potent if harvested from the wild. For example: "Cultivated Mandrake Root" would be more potent than "Mandrake Root", but "Cultivated Flax" would be weaker than "Flax".
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Tue Feb 01, 2011 10:13 pm

Id love to have a potion where when you throw it a tiny hut grows. Other more elaborate potions could make other larger dwellings.. from stone mud wood fungi or even a tree or bush.


Why not just have a pup-tent roll in your inventory? It would be like two pounds.
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Tue Feb 01, 2011 5:38 pm

.... I suspect most of these "Would you like Skyrim to have....." threads are not going to have much effect. Because given the release in November I suspect most of the game mechanics have already been defined. it seems ot me that now they are likely developing or completing quests; creating interesting places, NPC, landscapes; and placing fun things to discover. All using existing mechanics and elements already created.


I bet they have at least five or six months to implement things like this... if enough people seem to want it anyway. If you think about it, all the necessary components for throwing potions is already in the game. I bet a decent modder could create potion throwing in a weekend. Anyway, I at least hope Bethesda explores the idea and sees what the testers think of it.
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Tue Feb 01, 2011 2:03 pm

I like both ideas. I like the idea of throwing because I am thinking alchemy should be like a magic substitute. It is easier to do a larger verity (one skill not 5), but less effective is you plan to use the same powers over and over (Potions cost money and take up space).

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.
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Tue Feb 01, 2011 7:18 pm

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?

The biggest change I'd like to see to Alchemy would be to have a less severe form of Morrowind's potion-brewing failure chance, but allow the apparatus to influence that. Novice equipment would be EASIER to use, so anyone with even the most meagre skills could brew a weak potion with a relatively low rate of failure. Better apparatus would allow for better grades of potion, but at a higher risk until your skills improved. By the time you reached Journeyman status, you could use Journeyman apparatus without failure, or take a risk at trying Master equipment, with the chance of success based on how far you had advanced between Journeymen to Master levels. There would be no chance of making potions above the next higher level, so you couldn't make a Grandmaster potion at Novice skill, even with 300 attempts. The high-level apparatus could be in the game from the start, but would be effectively useless to a Novice or Journeyman Alchemist, not like in OB where the better equipment didn't exist in the game world until you reached a certain level. All completed potions done with the same equipment could be the same strength and duration, regardless of what your skills were at the time of creation, so they'd stack in inventory. "Abusing" the system would just boost your chance of success, not create "uber" potions worth mega-drakes. That would beat the "can't even try at 24 skill, can't fail at 25 skill" that we got in OB.
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Post » Tue Feb 01, 2011 4:10 pm

Wow would love thrown potions and context ons like the acid,
maybe even make oils to improve your weapon and armor durability,
i think a garden would be good with a quest to fill it out but maybe a communal one for a town your helping not just every house you buy, that wud be to much,
cultivated n non cultivated strains having slight differences is a cool idea on top though, gud thought.
Slightly crazy n not overly alchemic i know but how about some creatures trapped in bottles like wisps or poison spiders or diseased leeches,
would be a nasty surprise for any one the through it at, kind of the opposite to the fairies in a bottle in LZ.
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Next

Return to V - Skyrim