» Sun Oct 31, 2010 8:04 am
The best way to implement random items is to have a pool of unique, powerful items, which are spawned in certain containers randomly via Radiant Story.
For example: most chests will have a standard loot table to draw from, and a small chance of drawing from a unique item table (specific stats of the items being customized based on information saved by Radiant Story). Important chests (chests in the final room of a dungeon, locked chests in the houses of rich NPCs, etc etc) will have a higher chance of drawing from a unique item table.
Unique item tables could include several different types of items (blade, axe, one-handed, two handed, bows, ammunition, spells) which would then be chosen based on skills and perks, and whose specific stats would be set by your in-game behavior (a character with a high proportion of sneak attack kills would get a dagger, or other sneak based weapon, and the higher your skill level, the better the weapon etc etc).
Furthermore, conforming the type of unique weapon received as a quest reward to your play-style seems very feasible in Skyrim. If Radiant Story can create random quests and enemies based on your play style, I'm sure it can change the type of weapon awarded and its stats based on play-style. it doesn't seem impossible to give bosses a high one-handed sword specialization if the player is meant to loot their weapon and has a similar specialization.