I believe all elements should interact with the environment, but especially for Fire, seeing as my first character will be a Destruction Mage that specializes
in Fire Damage.
Fire should act in the following ways:
- If it ignites foliage, it should burn for some time before it goes out, or becomes extinguished.
- If it ignites an enemy or corpse, it should burn for some time before going out, or becomes extinguished.
- It should not ignite, or if it does not for long, on stone or metal, but on wood, straw, and other flammable materials it should burn for some time.
If there are perks in the Destruction Tree that you can take to specialize in Fire Damage, it should effect how potent the Fire you cast is. Such as:
- Enemies engulfed in flames will drop their weapons or otherwise stop fighting to focus on extinguishing the flames, through physical or magical means.
- If the surrounding environment is on Fire, it should have a chance to cause panic if the Fire is large enough.
- Any Fire Damage inflicted, either on yourself, your allies, or even your enemies, could cauterize bleeding wounds.
- A triggered Fire Rune could set its space on Fire for a very long duration, making for an interesting obstacle mechanic for melee enemies.
- Or possibly cause your enemy to explode on death!...but that would probably be too much, but it would be nice! :flamethrower:
Sorry for the long list lol, but it's was always annoying playing Morrowind and Oblivion and having three damage spell types in different colors. Not sure how it was in previous TES titles, but I'm hoping all these changes in combat and the addition of perks means more depth to magic spells so players can specialize in Fire, Frost, or Lightning and become more powerful with their main attack than other mages who are using the same attack. Perhaps new interesting playstyles can emerge with PCs that specialize in Charm, Paralyze, heck even Water Breathing! :lmao: