New factions?

Post » Thu Dec 24, 2009 10:59 pm

What new factions do you want to sea in skyrim, personaly i would like a tribal style faction like in bloodmoon with more quests and the ability to make your own village when a high enough rank, just like in morrowind ahhh, also some job-like factions such as illegal slavers or Vampire and werewolf hunters.
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Alexander Lee
 
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Post » Fri Dec 25, 2009 1:27 am

I would really like to see a religious faction brought back. I missed that in Oblivion.
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Eilidh Brian
 
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Post » Fri Dec 25, 2009 1:48 am

I want to be able to join a gang like the Mafia in get into fights with rival gangs! Maybe not. I dunno.
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Leilene Nessel
 
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Post » Fri Dec 25, 2009 7:51 am

Well we will most likely see the Collage of Whisperers and the other Mages Guild rip-off I forgot the name of.

EDIT: It's called Synod I think.
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adame
 
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Post » Fri Dec 25, 2009 2:23 am

SOme different clans would be really nice. And maybe (as suggested in another thread) a hunters guild
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Nick Swan
 
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Post » Fri Dec 25, 2009 9:55 am

I would love to see competing factions return (like the great houses in Morrowind).
I felt that it added a lot of replayability when joining one excluded you from the other.
I would like to see multiple options for each main branch (fighter, mage, stealth)
In oblivion stealth had the Dark Brotherhood and the Thieves Guild but mages and fighters only had one option each and none of these were opposed to each other
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Pawel Platek
 
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Post » Fri Dec 25, 2009 1:17 pm

I would love to see competing factions return (like the great houses in Morrowind).
I felt that it added a lot of replayability when joining one excluded you from the other.
I would like to see multiple options for each main branch (fighter, mage, stealth)
In oblivion stealth had the Dark Brotherhood and the Thieves Guild but mages and fighters only had one option each and none of these were opposed to each other


I agree. We need political factions, at least 1 religious faction and multiple option for each branch (preferably with different possible outcomes).
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Sanctum
 
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Post » Fri Dec 25, 2009 3:33 am

I agree. We need political factions, at least 1 religious faction and multiple option for each branch (preferably with different possible outcomes).


I would love to see a competing guild to the Mages Guild (like the necromancers but joinable) that could lead to the Mages guild being taken over completely by the Necromancers lead by you.
this is just an example but make these different factions fight with each other. give more options for those of us who like playing as evil character but wants to be a mage or fighter and not a thief of assasin
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Flash
 
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Post » Fri Dec 25, 2009 1:37 pm

I wouldn't like clearly "evil" or "good" guilds. I would rather they just have different ideologies or practices, and your decisions might be good or nefarious.
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Tanya Parra
 
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Post » Fri Dec 25, 2009 1:14 am

Clans/Holds (Like Great Houses)
A mead hall fight club circuit
Religion
Military
and a Hunting/Outdoorsmen's guild where you have to hunt unique beasties.
a Mafia/gang type thing would be cool to, and a good replacement for the thieve's guild.
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Britney Lopez
 
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Post » Thu Dec 24, 2009 11:14 pm

- Three different factions in the civil war that's been hinted at. I think the most likely are:
* The Kingdom of Solitude, a petty Nord kingdom with it seat at the city of Solitude. The most hardline Nord traditionalists. Dominates western Skyrim. Warrior focus.
* The Kingdom of Winterhold, another petty Nord kingdom with its seat at the city of Winterhold. Nord traditionalists, but with Dunmer influences, and possibly Morrowind refugees. Dominates eastern Skyrim. Magic focused.
* The Empire, or a puppet kingdom thereof. Dominates southern Skyrim. Stealth and diplomacy focused.
- At least two religious factions:
* The Imperial Cult, naturally
* The Nordic priesthood, whatever they're called.
* Possibly some Morrowind refugee cult.
- The Guilds, of course
- The Dark Brotherhood and the Morag Tong. They fight.
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MatthewJontully
 
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Post » Thu Dec 24, 2009 10:46 pm

I sould like to see some Religous fanatics that kill infidels.
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Kayla Bee
 
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Post » Thu Dec 24, 2009 11:19 pm

- Three different factions in the civil war that's been hinted at. I think the most likely are:
* The Kingdom of Solitude, a petty Nord kingdom with it seat at the city of Solitude. The most hardline Nord traditionalists. Dominates western Skyrim. Warrior focus.
* The Kingdom of Winterhold, another petty Nord kingdom with its seat at the city of Winterhold. Nord traditionalists, but with Dunmer influences, and possibly Morrowind refugees. Dominates eastern Skyrim. Magic focused.
* The Empire, or a puppet kingdom thereof. Dominates southern Skyrim. Stealth and diplomacy focused.
- At least two religious factions:
* The Imperial Cult, naturally
* The Nordic priesthood, whatever they're called.
* Possibly some Morrowind refugee cult.
- The Guilds, of course
- The Dark Brotherhood and the Morag Tong. They fight.

This is a good list that essentially states my faction wishes also. I'd probably remove one of the religious factions (to make it exactly two), and add one:
* A Trade Guild. Duties include caravan escort, finding rare treasures for profit, investigating duplicitous businesses, and potentially setting up your own shop. If we're going with the same theme of pitting factions against the other, there could also be a mafiosa guild, but I think this would be a peaceful one to exist without opposition.
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Josephine Gowing
 
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Post » Fri Dec 25, 2009 8:40 am

- Three different factions in the civil war that's been hinted at. I think the most likely are:
* The Kingdom of Solitude, a petty Nord kingdom with it seat at the city of Solitude. The most hardline Nord traditionalists. Dominates western Skyrim. Warrior focus.
* The Kingdom of Winterhold, another petty Nord kingdom with its seat at the city of Winterhold. Nord traditionalists, but with Dunmer influences, and possibly Morrowind refugees. Dominates eastern Skyrim. Magic focused.
* The Empire, or a puppet kingdom thereof. Dominates southern Skyrim. Stealth and diplomacy focused.

I'm inclined to say that we should keep class mechanics out of the political factions, and have them just be about their different points of view.

It kinda annoyed me that Morrowind felt the need to stick the whole combat-magic-stealth thing into places like the Great Houses and the Vampire Clans. It felt forced.
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scorpion972
 
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Post » Fri Dec 25, 2009 9:41 am

Personally I'd love to see the extremely racist Camonna Tong make a comeback. Especially if the game is after The Infernal City. It would be nice to see how they react being the Outlanders for a change.
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Loane
 
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Post » Fri Dec 25, 2009 10:07 am

I guarantee you that if our world had dragons, there would be some form of dragon hunter cult,

Soooooooooooo ....... a hunters guild anyone?
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Damian Parsons
 
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Post » Fri Dec 25, 2009 9:30 am

I'm inclined to say that we should keep class mechanics out of the political factions, and have them just be about their different points of view.

It kinda annoyed me that Morrowind felt the need to stick the whole combat-magic-stealth thing into places like the Great Houses and the Vampire Clans. It felt forced.


While that's a good point, I think that there's something to be said for giving each political faction its own mechanical identity, as well as its own flavor. It helps reinforce what each faction is about, and makes them more distinct from each other.

- Nord traditionalists are of course going to be all about fighting up close and personal. Ranged weapons and magic are dishonorable.
- Any faction based out of Winterhold is going to have access to plenty of magical resources (the Ysmir Collective and the College of Winterhold, primarily) so they'll naturally draw on that advantage.
- The Empire has a powerful military, but it's just as reliant on spies like the Blades, and is much more concerned about diplomacy and legitimacy than the Nords would be. And, of course, an emphasis on stealth and diplomacy underlies exactly the sort of Imperial deviousness the Nords are rebelling against.

Hunters' and Traders' Guilds would be cool, too.
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Far'ed K.G.h.m
 
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