[ ] better balance between compeling main story and alowing time for side missions without breaking immersion
[ ] Better game play for mages possibly longer lasting/semi permenant armor spells, shield spell should have higher absorbance but have more of a skill element, switching between spells should be easier (short cut keys should be bound to whole set-ups rather than specific spells)
[ ] the shield spell should work by gradually increasing in size from in front of the player's casting hand until it envelops the player over about 2 seconds, this means that a skilled player can cast the shield spell in a reaction manner as long as they are aiming a pt the incoming damage it should deflect the attack, however if attacks are coming from many direction the shield will have to be pulled up further in advance
[ ] More detail on side quests e.g dark brotherhood
[ ] If there is a faction war after-effects should be more significant and player-dependant. *
[ ] Being the head of a guild should provide more benefits/respect (and maybe constant performance to maintain the position/respect)
[ ] Should have a hardcoe mode with food/thirst/exposure/sleep/disabled fast travel as per some skyrim mods*
[ ] A co op element. Multi-player greatly changes the dynamic but co op can be added in a believable manner. (Could be a drop in/out system or an mission-specific system)
[ ] Late-game flying mounts now we have better consoles
[ ] Maybe a new set of quests should open up after the main quest or after achieving the top rank in an organisation so one can better experience the fame, fortune and respect!
[ ] Arena?*
[ ] Overhauled follower system, followers may have their own stories that could be explored (but in an almost easter-egg kind of way. Eg: after saving companion x they might say "that was just like the time my brother saved me in fishermen's grotto and i lost my sword" if you then go there he may say, "it was just over there the troll smacked the sword out of my hand" and then you could find it a give it to him. And some reward/follower power up would occur.
[ ] More in-depth family/spouse interactions if have them at all
[ ] Camping with portable tents etc.*
[ ] Greatly customisable player home/den
[ ] Hidden infamy/fame statistic that affects people's reactions to you but these should be specific to each hold/faction or maybe the initial hidden "disposition" of an npc should be a factor of your previous actions towards an NPC's hold/faction and how it relates to them
[ ] Ability to change places for the better or worse, i.e destroy or rebuild areas and then feel "i did that" think rebuilding of kavatch
[ ] Make hunting useful/valuable*
[ ]
*i had an idea for a story mechanic that would provide a reason to use all the in depth mechanics such as a hunting, stealing, saving citizens from highwaymen etc, valuable and useful
On being released from prison you should be a lower class citizen aka a Slave, as a a slave the following applies:
O you cannot go into some of the more spectacular buildings unless accompanying a freeman (would act as a teaser for the spectacular places)
O you cannot draw weapons or magic whilst in cities
O you get very bad prices from vendors and fences
O you cannot fast travel except by carrige which would be very expensive
O you may own a tent
O food Is a necessity as it would provide the stamina to complete tasks so food becomes important and a drain on recourses (maybe her mode only)
O you may earn your freedom from a number of ways here are some example ideas
-become champion of the arena (slave tournament)
-serve as a personal bodyguard/servant to a Lord (would be a quest line)
-become a master-hunter
-help a freeman turn around a failing buisness/farm
-do lots of work for an influential member of one of the guilds
-many many more
-if following a particular path as above doesn't interest the player they could;
--become a man of the people (to lots of one off quests and parts of the above quest line until you've helped enough people)
-- buy your freedom, all of the above tasks would earn you enough money to buy food etc and some spare.
Because of the expense/difficulty of long distance travel it would press the character into making a 'home' from which to gain their freedom, adding to the player's uniqueness. Also after coming across a settlement from a dangerous travel across the blackmarsh it would give a sense of relief and safety that could only be achieved when playing hardcoe mode mods in skyrim.
Once you are a free man, and before you complete other quests lines NPCs will have dialogue based around how you earned your freedom
As evidenced by the number of people who enjoyed the mods in skyrim which made hunting/camping/eating valuable, important and fun, I think many would miss the slave gameplay so..
The imperial/stormcloak equivalent would be a slave-uprising to abolish slavery, you could choose to help them once you are a freeman or quash the uprising. Both paths would provide you with the (optional) opportunity of going undercover as a slave, allowing you to jump back into that gameplay.
i think the above would serve to act as method to allow you to slowly get introduced to the wonders of the world, make a unique and immersive back story to your character, increase replayability massively.