On your first point, thank you so much. I just love to think of gaming ideas but by the time I figured out what I wanted to do with my life, I was 39 and it seems a bit old for a gaming company to notice me now. But hey, if they did somehow notice me, then I would move Heaven and Earth and walk through fire to work with them. I pride myself on being an idea generator. Not that all of the ideas are useable, but they are still a force that helps to contribute to the overall product whether they are used or not. I would love to work for Bethesda, and I would spend 12 hours a day generating ideas if they wanted me to. Until then, if then, I'll just try to be the best I can be on these forums.
Now down to business.....
You gave me a great idea there, man! Assassinations ... restrictions .... what kind of restrictions? Then it hit me ... what if your restriction was "no innocent bystanders or collateral damage, it has to be him and him only?" but then you find out that while an unlawful guy, he is still very beloved by all of his cohorts, family members, what have you, and he's always amongst his friends. And every time you go to kill him, or attack him, someone jumps in the way (Radiant Story assigns missions to the NPC's around him to "protect" him from line-of-sight missiles, spells, and such ... by jumping between your fire and your target?) That would be insane, hahaha !
Yeah, it would be cool if every character had a "Loyalty" level to different people, and if you could do something to mess with their Loyalty, and turn them against one another. I vote for a "Loyalty" factor that everyone feels about each person they meet, going from -100 totally disloyal (hatred betrayel) to 0 (neutral, never met you, doesn't know anything about you) to 100 (would die for you)... and then the idea I had above this one would also be very possible, just crank up their Loyalty to your mark and they would automatically assess threats to his safety and assign themselves immediate activity of "protect" or "take the bullet for" in a manner of speaking.... wow, thanks, man!
You are also clever!
In Oblivion, IIRC, there were certain restrictions while doing the Dark Brotherhood contracts if you wanted the bonus, i.e. don't get caught, kill target in this manner, etc. True, it wasn't a true "restriction", but rather a self-imposed limitation if you wanted the bonus. Some assassinations should have restrictions when given to the player by a NPC via Radiant Story (or even some of the hand crafted ones), while others shouldn't and allow the player to really get to use Speechcraft to convince or coerce others into helping or staying out of your way. Or use Sneak/Illusion/Alteration to alter the environment to set up a trap or form cover from witnesses. This would be a great way to give Radiant Story (Quest generation) with Radiant AI (Living, breathing NPCs/enhanced NPC interaction) alot of synergy.
Your idea should definitely be implemented, if it hasn't already. It would really force you to think tactically about your contracts, instead of:
- Sneak behind target
- Whip weapon out
- Begin crude surgical procedure (Stabbing/Slashing)
- Misshun Compleet
It would go in this direction:
- While walking around town, you spot your target, protected by two guards
- You talk with a lowly street urchin, and for a few coins, he agrees to draw the guards away
- The urchin throws a pebble at the target, causing the guards to chase the brat
- From afar, in the shadows, you nock your arrow...
- ...only to have the brat run near you, guards hot on his heels
- Due to your low sneak, they spot you and attack
- You flee, forced to wait for another opportunity but with increased alertness. After discovering you, they call upon two town guards to also accompany the target for the rest of their stay in town. (FAIL)
- You run through the market stalls, meet up with two "family members" from the Dark Brotherhood chapter nearby, who see your situation and trip the guards, and allow you to stop for a few precious seconds to shoot an arrow, killing your target. You flee, victorious. (WIN)
In the second long-winded (Sorry) example, your "Loyalty" plays a part three times:
- The target's guards vicious search and attack possible threats. (Contracted security, loyalty high)
- The street urchin accepts your offer, and does what he's told, but disregards common sense and your criminal nature. (Inexpensive help, loyalty low-medium)
- If you chose to flee to try again at your target immediately you run into two "Family Members" from the Dark Brotherhood, and they help give you the breathing room needed to assassinate your target! (Firends or perhaps above, Loyalty high-maximum)
--NOTE--
Once again, I'm sorry for the very long-winded response above, I would implore anyone to read it fully. This isn't about "assassinations" or the Dark Brotherhood, there are other threads for that. This was just an example to place Skystorm77's "Loyalty" idea in a situation, and the fragile nature of assassination mission success and the plan it can possibly take provided an excellent example of how an improved Radiant AI and Radiant Story could give simple quests depth (
AND IMMMEERRRSSIOONN!). Now, I am not sure about the limitations of Radiant AI and Radiant Story in this TES, so I'm not going to even think about Disposition (And what would make it different from Loyalty? Willingness to help?), Infamy impacts on townfolk causing them to help or impede your actions, fight or flight response by your target, street urchin's possible "lolfawku" response and stealing your money, etc. Radiant Story should somehow involve other NPCs into the quest, or maybe Radiant AI will take care of that and Radiant Story should ignore it. :shrug:
--F THAT, TL;DNFR--Anyways, Radiant Story should include features such as:
- Quests with a difficulty that is based on close concentrations of NPCs who share common feelings about the player. (like/adore - Easy / dislike/hate - Hard)
- *If* Radiant Story endlessly generates quests, I'm sure it works in this manner, but you never know, you should have the possibility of quest failure and little to no reward. However, I believe that this past failure should come into play in other quests, revealing what consequences your failure created, and what new problem you must solve.
- Vice-versa of the feature above, victories should come into play later on as well.
- Radiant AI should be advanced enough to work with Radiant Story in ways that give these generated simple quest templates more depth. (i.e. Fire mage asks other mage to attack target with Fire weakness. Fire mage attacks with Fire spells, burnination ensues. :flamethrower:)
It late, I'm kinda tired, and I'm sure anyone reading this is pleading "No more, have mercy!", so I'm done. Skystorm77, I'll be watching this thread, so discuss some more about what features you'd like to be included, as well as anyone else, and I"ll discuss as well. Radiant Story gives the possibility of even greater adventures to be had, and if the remote chance of anyone from Bethesda reading this thread, perhaps some of the listed ideas can come to life. Alright sleepy time.... :sleep2: