» Sun May 05, 2013 12:08 am
I thought something like this would be good, however; Bethesda GS is dead set on their recent "take nothing from the player" attitude where nothing can be stolen from the player, no experiences are barred from the player, and the player isn't punished for in game choices (like being barred from Solitude if you are a stormcloak or losing skill for jail time, or capital punishment for anything [think wearing ordinator armor or announcing yourself as the incarnate].
If I could, I would love to be able to take a fort and hire friends or mercinaries to defend it. The longer you are away the higher the chances of raids on your forts. This could range from radiant events looking similar to mistwatch (your surviving friends are camped out waiting for you to retake the fort), to mutiny, your hired bandits and mercs abandon you taking and ransoming people or things, to a master thief taking everything from the highest valued container in your home. Then you go hunt the people down and take back your things.
Some other dynamic environments that I have thought of include:
Level-expanded locations- mines/ ruins/ dig sites/ questlines that get deeper and harder as you level up.
My favorite example of this was a thieves guild heist quest of my own design. It is a variable quest where one of a few things can occur.
1. Player can never experience the quest location. In this instance the heist occurs without the player's assistance and is a failure resulting in the thieves going to jail. The player can hear about this through the rumor mill or through the associated organization.
2. Player experiences quest location (in this case the jewelry vault) via radiant quest but not the associated quest-givers. In this case the player will be asked to return to the location by the radiant questgiver, and the details of the quest will correlate with the person involved. The example in this instance would be that the robbers were successful in stealing the jewels from a vault owner you did a mission for before, he then asks you to retrieve them.
3. The player experiences the questgiver before visiting the quest location. This shows the player the allotted progress of the questline and freezes its progress. In the example case. The mission will go on without the player until the player is level 20 and occurs in 4 stages. Stage 1 (level 5) is determining the point of entry, stage 2 (level 10) is gathering partners, stage 3 (level 15) is the digging from the sewers into the vault and stage 4 (level 20) is completion. In the case of this mission, the player can hear of this quest from the city guard if the player is trusted or can hear about it from the thieves guild, or the player can hear about it directly from the questgiver. In each case, the player only hears about the mission based on its progression, the player's trust in certain circles and choices the player has made in the game thus far. (if you are a known snitch, you wont hear about it from the TG, but you can hear about it from the guards @ stage 3 when the guards would have caught wind of TG recruitment.
4. DIY. You can hear about these missions and do them with the associated people. Or you can leave them behind and figure out the alternative method of acquiring the mission results. In the case of the example mission, the player discovers the anonymous buyer of the jewels, travels to their home, steals their deed of ownership, walks into the shop and takes the jewels to the patron to receive payment without needing to cut the payment.