» Fri Jan 22, 2010 1:57 am
In Morrowind:
access to spellmakers was trivial, and could occur by multiple factions
mana regenerated only while sleeping, and at a slow flat rate even then
spell costs formulas were extremely linear
spellmaking itself was pretty much identical to in Oblivion
no effort was made to prevent exploits
the Mages Guild quest line several quests each on internal MG conflicts, dwemer research, books & alchemical ingredients, and conflicts with the telvanni
scattered MG personnel provided fast-travel, barter, spellmaking, and enchanting services
they had a monopoly on the better fast-travel, but not on anything else
the main reward to the MG quest line was various magic items, though some mods made much of the MG services only available to MG members
In Oblivion:
access to the spellmakers was difficult, and could occur only a single very specific faction membership & quest sequence
mana regenerated all the time, at a fast rate that increased quadratically as your character improved
spell costs formulas were extremely linear
no effort was made to prevent exploits
spellmaking itself was pretty much identical to in Morrowind
the Mages Guild quest line main consisted of a war with The Necromancers (fought almost single-handedly by the PC), plus a few isolated quests on other subjects
the main reward to the MG quest line was access to the spellmaking & enchanting interfaces, which the MG has a monopoly on; other rewards included leveled spells that were more efficient than those that could be made in the spellmaker
what I'd like to see in Skyrim:
Access to spellmaking and enchanting more graduated - neither the trivial situation from Morrowind nor the all-or-nothing have-you-finished-the-first-8-mages-guild-quests from Oblivion. Perhaps a quality rating attached to each spellmaker, similar to alchemical apparatusses but immobile, or perhaps varying cost-to-create-spells efficiency.
Mana regeneration that increases as your character improves, ala Oblivion, but tied only to your willpower, not to your max magicka.
Spell costs formulas a lot less linear, and varying much more widely between different magic effects. Perhaps something like a script for each magic effect to determine the cost.
Spellmaking with a much wider variety of options
Some effort made to prevent exploits... maybe having effects not stack with the same effect, maybe having weakness to magicka not multiplicative.