Please keep in mind that this is not the Timeline, so any specific comments regarding Immortal's RPs should be taken there. This is simply for debating any ideas regarding such RPs, from battlefield strategy to political alliances, and beyond. Any suggestions or ideas are welcome, but be prepared for constructive criticism. The normal forum rules apply, of course, so no flaming or baiting, and try to keep the discussion on topic.
I believe we were discussing the in's and out's of magic in a war setting, specifically battlefield tactics regarding the use of spellcasters. To help things along a little, here are a few key points from the guide's discussion:
- How many mages an army could realistically contain.
- The use of less skilled mages within the infantry ranks, as battlemages.
- The use of more skilled mages as support troops to the infantry or missile troops, offering healing and other "buffs".
- The use of skilled mages' offensive magic, such as destruction spells.
- The ideal location for said skilled mages, and how to protect them from possible attack.
- Anti-magic tactics, especially for a less magically inclined army (such as Nords or Redguards) fighting a more magically inclined army (Altmer or Dunmer).
- The use of magic for defensive tactics, such as shield spells.
Also, we were breaching the topic of war-beasts, particularly Senche-raht and even dragons.
Now, on a relevant note, I am a huge fan of the Total War series, and frequently use mods from Total War Center. Such mods as Stainless Steel, Broken Crescent, and even Third Age: Total War (a Lord of the Rings inspired mod) are most excellent and I would highly reccomend them to anyone who owns Medieval II: Total War. However, it has come to my attention that no one has ever made a Tes inspired Total War mod, something I would very much like to see. I have already submitted my thoughts on the topic at the TWC forums (which are currently down for technical difficulties), but I would also like to hear what you all have to say. I am not advertising for the creation of a mod team or anything of the sort, just asking what you would like to see in a Tes TW mod.
I, personally, believe that the best location in Tes for such a thing would be the Illiac bay, before the Warp in the West. It is the prime location lore wise, as it has many competing political factions, and a wealth of information on everything from terrain to unit types. For those and many other reasons, I suggest the creation of a Daggerfall: Total War mod. I speak to you all of this because I know how much you love acting out wars in much the same area, and I know you all have substantial knowledge very relevant to such an undertaking, knowledge that would help to make Daggerfall: Total War one of the best mods out there.
Of course, there is one large thing missing from our plans: the modders themselves. I have little to no experiencing modifying anything, let along Total War games, but what I do know is where we can find some There is a literal army of modders at TWC forums, many of which are more skilled than even the TW developers themselves. I'm completely certain that out of all those people, a good portion would be avid Tes fans, with enough free time and creativity to make this dream a reality. On top of that, there is a whole host of modders for Tes games already, and once more I am certain that at least some of them are avid TW fans. All we need to do is find the right people for the job, supply the ideas, and guide the project as the Illiac Bay comes to life on our computers.
There has already been one attempt at a Tes: TW mod, someone tried to use Rome: Total War to create Morrowind, but it failed because the location was simply not suitable for a TW game. In fact, much of Tamriel is not suitable for a TW game, but High Rock and northern Hammerfell are the perfect exceptions. They are already in a more or less medieval setting, with plenty of factions and whatnot already fleshed out. The biggest problem I can see, concept wise, is the implementation of magic into the Total War engine. It would take some amazing and creative scripting to do, but given what Third Age: Total War has already done I am fully confident it is more than possible. I won't go into the details, but I can already think of several ways to pull it off.
However, I don't want to clutter up any more of the discussion thread with this idea. As soon as TWC is back online, I highly suggest anyone interested make an account there and join me in the Bethesda game section. We can make a new thread, to be used as our base of operations while we assemble a mod-team, then move into our own sub-forum once we have a team together. I've put together a mod team in the past, for an Oblivion mod, but I believe this has ten times the potential that mod ever did.
Thank you all for listening to me ramble
Now then, back on topic, let the tactical debates begin