Race Differentiation

Post » Thu May 19, 2011 5:36 am

Differentiating races? Bring back attributes.

I have to agree with this; their removal is really the only thing I really disagree with. Attributes controlled more than one stat and could be used for RP purposes.
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Sammygirl500
 
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Post » Thu May 19, 2011 8:19 am

I think they should take some tips from Mass Effect 2, and make the race abilities similar to Mass Effect 2's class abilities, in that they drastically change the way you play the game with each one, but it would be hard to do without making the player lean towards certain skills for certain races.
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Sanctum
 
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Post » Thu May 19, 2011 7:14 am

I think they should take some tips from Mass Effect 2, and make the race abilities similar to Mass Effect 2's class abilities, in that they drastically change the way you play the game with each one, but it would be hard to do without making the player lean towards certain skills for certain races.

While I would like limitation based on 'class', I wouldnt want to be shoehorned by my race. As we all know, any race is capable of most anything, but they are just naturally adept at certain skills. While I may never do it, people do make Orc mages, or Breton tanks etc.
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Kate Murrell
 
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Post » Wed May 18, 2011 11:44 pm

Well, I would say that the abilites should be as follows:

Warrior Races

Redguards are the best Of the Warrior races at dealing damage in combat, and thus gain bonuses to weapon damage (for all weapons) and movement speed. When they hit 0 health, their adrenaline kicks in and provides a tiny bit more health and an even larger boost to movement speed.

Orcs are the Toughest of the Warrior races, and thus gain bonuses to health and any defensive skills (block and heavy armor). They are also skilled smiths, and so gain a bonus to smithing. When they hit 0 health, they go beserk and gain a little more health and a boost to their armor rating.

Nords are the most balanced Warrior race, and thus have small bonuses to alll combat related skills. They are also highly resistant to frost magic (which comes in the form of a permanent 40% resistance to it, and a 5-10% chance to ignore frost attacks entirely).

Stealth Races

Bosmer are the Stealth Race best suited for avoiding combat in the first place, and so gain a large bonus to stealth. They are also innately talented marksman, and so gain a large bonus to archery, and tend to be acrobatic, and can jump higher than most other races. They can also exert limited control over most animals.

Khajiiti are the Stealth race that prefers to get up close and personal with their foes. Their claws provide a large boost to hand to hand damage. They are the most natually agile of all races, and can jump higher than any other race, and are also sneakier than any race other than the Bosmer. They have toggleable night vision.

Mage Races

Altmer are the Mage Race that is most innately talented at magic and the most offensively minded, and so they gain a large boost to their magicka and a boost to their destruction and conjuration abilities. However, they also gain a small weakness to the very elements they are skilled at controlling.

Bretons are also very skilled at magic, and so they also tend to have large magicka pools. They are also conservative and defensively minded, and so they gain bonuses to their restoration and illusion skills. They are also resistant to the magic they weild, but are the most physically frail of the races.

Jack of All Trades Races

Imperials are the race that lean towards a combat/stealth specialization. Thus the gain small bonuses to blocking and one-handed weapons and bonuses to the skills of persuasion and speaking. They tend to be naturally persuasive, and most people like them more than other races.

Dunmer learn towards a combat/magic specialization. They gain small bonuses
to destruction and to one handed weaponry. They can also summon the ghost of their ancestor, and a very resistant to fire (See the Nordic frost resistance).

Argonians are the stealth-magic specialized race, and gain bonuses to stealth, one-handed weaponry, and illusion. They also have a small innate armor bonus, can breath underwater, and are highly resistant to poison and diseases.
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evelina c
 
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Post » Thu May 19, 2011 8:14 am

I am against your first example. Natural resistances (Such as Nord Frost Resistance, Breton Magic Resistance, and Dunmer Fire Resistance) are good enough to not have to be maximized: They free up an enchantment slot, so you have a much easier time gaining 100% Immunity to your natural resistances.

The mods that made Khajiit Eye-of-Night and Argonian Permanent Water Breathing are a good example of how those two races could have always notable differentiation.

If the tech's out there, I hope they can make Khajiit darkvision dynamic and unique from Nightvision spells, so it automatically adjusts to the right brightness needed to function, possibly by increasing the Contrast of the brightest part to be amplified to Almost White, and have the in-between sections correspondingly scale. A functionality no spell could replicate, but it's not as obviously broken as your suggestion of One-of-a-kind Frost Immunity for Nords. (Theives might disagree, because they can't hide from Khajiit!).

With stats gone, they could further differentiate the races with percentile-based bonuses:
Redguards would be the most "Proficient" warriors have greater effectiveness from their block and weapon skills, such as 10% greater effect than their skill level would normally indicate, or the ability to ignore a small % of the damage reduction from armor. They could also gain slight move and attack speed bonuses the more injured they are, from Adrenaline Rush. Thus, they get greater emphasis on "Weapon Mastery" fighters.

Nords would be the "Strongest" warriors. getting their Frost Resistance, as well as a natural, static-percent Damage reduction to give them melee survivability, but most of the bonus would be greater Impact (Stagger chance) and wider area of attack with two-handed weapons.

Orcs would be the "toughest", getting a flat percentage bonus to damage (Outpaced by Redguard damage bonus at higher levels, but superior at lower ones), as well as treating armor worn as having +10-25% greater base protection value. They would also have a resistance to magicka.

Khajiit could be more mobile in combat, but less stable (As I suggested earlier) In addition, they also jump higher, further, and have greater mid-air control of their jumps than other races, on top of their nightvision.. Perhaps greatly increasign their "walk" speed in combat would achieve the first goal of greater mobility. A 10% bonus to Fire Damage inflicted (Fuzzy pyromaniacs) would also be appreciated, even if it comes with a vulnerability to fire as well.

Bosmer should be harder to detect because of their small profile, and have a bonus to draw speed with a bow. The ability to calm any animal (As
a lesser power) or control a number of them (Greater Power) are also some ideas.

Imperials should get a bonus to the effects from the Dragon Shouts, discounts for selling and buying, the ability to fence any stolen goods to anyone, the ability to talk themselves out of certain fines, and a lower chance of being "recognized" by intelligent enemies (Making them the third "Thief" race)

Bretons have their magic resistance, and could have 50% greater Base Magic than other races. This more than outpaces the slight Argonian spellcasting bonus.

Dunmer get their fire resistance, a small magicka bonus, and reduced mana cost for destruction and conjuration spells because of their Daedric connections.

Altmer have a weakness to Magic that applies to both negative and beneficial effects, as well as double the base magic of non-spellcasters.

Argonians should have a 50% reduction on the effect Running has on Stamina, making them better athletes. They can't drown, and also are immune to poison, and strongly resistant to disease. Their skin coloration should give them a slight advantage in avoiding detection. and they should have a small bonus to the cost reduction of spells from skill. A small natural armor bonus might also fit, making them a nice "Jack of All Trades" race.


I dont like the idea of one race having better dragonshouts than others (imperial)
also u kinda reversed the roles of 2 races (argonian and imperial) by making the argonian a "jack of all trades" and the imperial a thief
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Jade
 
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Post » Wed May 18, 2011 8:45 pm

Closed at request of OP.
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Trish
 
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