TES V Ideas and Suggestions #168

Post » Wed Feb 23, 2011 11:05 pm

To this point, the three attack types would be appropriate: Slashing, Blunt, and Piercing. Robots would be pretty resistant to slashing and piercing except at the joints, so archery likely wouldn't be the choice method of engagement.

Really, a robotic enemy would probably be considerably more resistant to almost any attack than your average human target, aside from in certain joints or wherever, but would also be less flexible/agile and more predictable. It would be a completely different experience to fight, which is what I'd ultimately hope for in dramatically different enemies.

Good points there, I'd do away with the "damage health" spell really, it could be replaced by something actually physically affecting you like a spell that causes blood to dissolve (some poisons do that).

What I replaced it with was a "kinetic force" spell, to replace it as the "non-elemental damage" type of destruction spell. I suppose people who absolute must have the classical elements could consider it wind. Higher magnitudes would increase the momentum of the spell force and subsequently its damage, similar to a weapon system that calculates damage based on the momentum/resistance in a weapon strike instead of a flat number.
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Mrs shelly Sugarplum
 
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Post » Wed Feb 23, 2011 10:15 pm

Really, a robotic enemy would probably be considerably more resistant to almost any attack than your average human target, aside from in certain joints or wherever, but would also be less flexible/agile and more predictable. It would be a completely different experience to fight, which is what I'd ultimately hope for in dramatically different enemies.

Just a little note on that, I mentioned a bit before I'd really like some opponents where the right strategy is NOT "level up a bit and come back later" but pretty much always "Run as FAST as you can and don't look back".
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joeK
 
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Post » Thu Feb 24, 2011 1:56 am

With a robot though, honestly, you wack it, and it will do some damage.

Take your Xbox (with its case and all), and beat it with a longsword over and over. It will break.

Also, I think the whole hitpoint thing should be taken down from the view of your characters. In the real world, there isn't an arrow popping over something's head (like an animal, for instance) when you shoot it, saying "0 hit points" or "20 hit points".

Magicka on the other hand, should be kept the way it is (as far as points).

Leveling is based on skill. Your skin will be the same always, and the better, bigger, and more widespread your armor, the better you are protected. Either way, level 1 or level 100, your head can get chopped off equally as easy.
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matt oneil
 
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Post » Wed Feb 23, 2011 2:52 pm

With a robot though, honestly, you wack it, and it will do some damage.

Take your Xbox (with its case and all), and beat it with a longsword over and over. It will break.

And a good reflection of that is having every attack do all three types of damage. Piercing, Blunt, and Slashing. The values would be representing what was defected or absorbed.
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Chenae Butler
 
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Post » Wed Feb 23, 2011 11:27 am

With a robot though, honestly, you wack it, and it will do some damage.

Take your Xbox (with its case and all), and beat it with a longsword over and over. It will break.

Well with a Xbox you talk about 2 mm of plastic with some wafer thin metal in it, with something like a Dwemer robot you probably talk about half a inch solid metal plating all around it and a clockwork engine made of solid metal cogs and wheels.
But again here locational damage could come in, if that thing has a hose or cable here or there, those are probably for something and not just decoration, cutting them could have some beneficial effects for you.
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Jynx Anthropic
 
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Post » Wed Feb 23, 2011 1:04 pm

With a robot though, honestly, you wack it, and it will do some damage.

Take your Xbox (with its case and all), and beat it with a longsword over and over. It will break.

It'll do damage, sure, but a dwemer centurion is not an Xbox. For one, it's smaller. Two, they're presumably made of the same material as dwemer weapons and armor, very hard and enduring metal in itself. Try repeatedly beating your longsword against a slab of harder material, and see which breaks first. Third, the armor on the robot isn't made to be "easy to move in" or "possible to remove." It's just made to be hard. Fighting one from a medieval-combat standpoint would be, in most cases, a bad idea.
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Soraya Davy
 
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Post » Thu Feb 24, 2011 1:30 am

Besides, if the game is in Skyrim, there are no Dwemer robots there anyway (or there shouldn't be).

I'd like to see that as well, as well as the thing from Morrowind (if they do hitpoints) with the damage thing. I say they drop hitpoints altogether. Add a body map, with a percentile body damage for each body part. If you're head doesn't work, then you're dead. and once your body part goes beyond a certain percentile, it cannot be repaired.
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Manny(BAKE)
 
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Post » Wed Feb 23, 2011 12:43 pm

Besides, if the game is in Skyrim, there are no Dwemer robots there anyway (or there shouldn't be).

Actually there are Dwemer ruins in Skyrim so... yeah...
And we where just talking hypothetically, you could take any other thing that is armored heavily.
I'd like to see that as well, as well as the thing from Morrowind (if they do hitpoints) with the damage thing. I say they drop hitpoints altogether. Add a body map, with a percentile body damage for each body part. If you're head doesn't work, then you're dead. and once your body part goes beyond a certain percentile, it cannot be repaired.

Yea, though with magical help or necromancy dead body parts could probably be resorted or transplanted (I personally see necromancers leaning more toward what surgeons are nowadays, actually studying how the body works and what can make dead tissue live again)
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megan gleeson
 
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Post » Wed Feb 23, 2011 1:53 pm

Besides, if the game is in Skyrim, there are no Dwemer robots there anyway (or there shouldn't be).

I'd like to see that as well, as well as the thing from Morrowind (if they do hitpoints) with the damage thing. I say they drop hitpoints altogether. Add a body map, with a percentile body damage for each body part. If you're head doesn't work, then you're dead. and once your body part goes beyond a certain percentile, it cannot be repaired.

As you add decimals to the %, then level it...hitpoints do the same thing.
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Jani Eayon
 
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Post » Thu Feb 24, 2011 2:20 am

As you add decimals to the %, then level it...hitpoints do the same thing.

Simply drop the "injuring body part X does Y damage to your health" and instead have "INJURE X is causing a bleeding of strength Y + impairs movement and usability of affected body part".
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Invasion's
 
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Post » Wed Feb 23, 2011 10:30 pm

Ahhhhhhh...
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louise hamilton
 
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Post » Wed Feb 23, 2011 4:22 pm

They should make MOVING ships, that you can Rid along on, and go on fishing trips, or Pirating , or Join sort of an "Imperial Navy" or something. Let us get our own boats.

I'm all for having some added realism , such as: If you do not bathe, people are less likely to speak to you, Or if you do not eat , you become anorexic and it affects your strength and speed so you do less damage with your me-lee weapons. How bout some relationships? Marriage, and all that good stuff, But for goodness sake do not allow gay marriage.

Bring back levitation. How can levitation work in one area of the world , and not the other?

Introduce an Akavir or two, so i can have a template to work with on my *TESV* mod when it comes out assuming you continue to have a construction set.

Honestly are the tamriel provinces always at peace with each other? Is there not some form of confrontation between Political people? Are there terrorists? Are there Extremists? Add some of these characteristics, for a great added affect to our gameplay.

How bout a dinosaur type creature? That would be pretty cool.
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Francesca
 
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Post » Wed Feb 23, 2011 1:43 pm

Dragonstar definitely has some political turmoil, IF they choose to include it.
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Margarita Diaz
 
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Post » Wed Feb 23, 2011 11:58 am

I pretty much agree with Daniel. I'm all for the most realistic form of combat. Getting hit in the hit will kill you, getting hit in the chest will kill you or incapicitate you. One leg injured will slow you, both legs injured will render you immobile, sitting on the floor. If your arm is injured, you cannot hold weapons; if you were holding one, you drop it on the ground.

For those who say that combat will be too fast-paced, remember that only the focus of combat has been changed. The focus will now be on not getting hit, instead of taking more hits than your opponent.

For those who say health and endurance won't matter, remember that while your 'health' now serves as a blood loss meter, endurance now has more importance.
Fatigue will play a very heavy role in combat. Dodge/parry/attack speed is greatly affected by low fatigue, in combat that relies totally on your ability to do these things quickly and effectively.

Just a thought: healing potions could work like stimpaks in FO. Apply them to specific parts to heal them, or just drink it to slightly heal all body parts.

The only part I'm not sure on is armor. It should block an absolute amount of damage, not a percentage. Weaker hits won't harm you at all but can still stagger you; just because it didn't stab you doesn't mean its energy disappeared. Stronger ones completely break your armor, hurt that body part, and leave it more vulnerable to getting injured. But how do you differentiate between weak hits and strong hits. Random dice roll? Real life physics; calculating your forward momentum, the weapon's momentum, the weapon's weight, your arm's weight, the weapon's balance, weapon's sharpness, etc? Who knows.
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Marquis T
 
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Post » Wed Feb 23, 2011 4:47 pm

For those who say that combat will be too fast-paced, remember that only the focus of combat has been changed. The focus will now be on not getting hit, instead of taking more hits than your opponent.

For those who say health and endurance won't matter, remember that while your 'health' now serves as a blood loss meter, endurance now has more importance.
Fatigue will play a very heavy role in combat. Dodge/parry/attack speed is greatly affected by low fatigue, in combat that relies totally on your ability to do these things quickly and effectively.

I like the second part, but I think the auto insta-kills are and should be reserved for a fps. In this setting they should be rare / complicated.

Just a thought: healing potions could work like stimpaks in FO. Apply them to specific parts to heal them, or just drink it to slightly heal all body parts.
Medical [edit] but as an alternative to no medical skill I think that would work.
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Robyn Howlett
 
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Post » Thu Feb 24, 2011 1:40 am

http://www.gamesas.com/index.php?/topic/1099525-tes-vi-ideas-and-suggestions-169/
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Vickytoria Vasquez
 
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