» Wed Aug 26, 2009 2:53 am
Please comment, this took a while too write. This is a compilation of all of the 'good' suggestions I've posted, plus several more.
GUILDS:
Magical: You can only join one. You will get access to special spell affects through these, and there is no way to join all of them.
Synod:
Donations: Like imperial cult donations in Morrowind, except you can, depending on your personality, get donations from anybody. They range from Gold (Which you keep a share of) To powerful weopons (Which you keep altogether). Focus on personality.
Battle: Do the the dirty work of the divines. Focus on Conjuration and Destruction
Espionage: Spy on other Religius Orders. Focus on Illusion and stealth
Priest Work: You have to deal with curses, reversing magic, and healing. Focus on Restoration
Collage of Whispers:
Alteration/Mysticism: Getting Magical Artifacts.
Illusion: Dealing with situations In which it would hurt the collage to physically attack.
Restoration: You have to deal with curses, reversing magic, and healing.
Conjuration: Dealing with the realms of Oblivion, as well as learning how to conjure items from other parts of the game-world.
Destruction: Battle Mage work basicly. clearing out mines, protecting caravans, etc.
Necromancy: Reviving the dead to either acompany you to battle or to guard a certain area. always permanent (Unless you kill them again.) Highest Level ability is actual resurrection: you can talk and buy stuff from then again)
Research: Working as a lackey to people in the collage. You can get very powerful spells and rewards through this.
Mages guild:
Deskwork: Basically like research in the Collage of Whispers.
fieldwork: Assasination, bribing, and political moves to re-secure a place for the mages guild in the 4th Era.
Knights of the Lamp: guarding non-violent mages from attack.
Witch Covens:
Gather artifacts.
Raid settlements.
Brew very powerful special potions.
PHYSICAL: Can only join one, besides for The Penitus Oclous and Imperial Legion.
Fighters Guild:
Guard Duty: Guard X person/object for Y amount of time.
Battle: A mercenary army basicly
Saftey: Clear out Mines etc.
Improvement: Secure a place for the guild in the fourth Era
Imperial Legion:
Saftey: Clear out Mines etc.
Guard Duty: Guard X person/object for Y amount of time.
Soldier: Get towns and villages to pay their taxes, and take it if necessary.
Artifact Hunt: Search for the weapons and mail of old.
Training: Get payed to train people through experience (For example, bring a weak underling to clear out an abandoned fortress, and make sure they survive.)
Penitus Oculous:
Political Assasinations: What it sounds like.
Interigation: Also what it sounds like.
soldier: Force towns and settlements to accept Titu Mede.
Detective work: Get to the bottom of crimes.
Local Police:
Guard Duty: Guard X area for Y time.
Detective Work: Figure out who done what.
Taxes: Make individual people pay taxes.
STEALTHY: You can only join one thief one and one murder one.
Thieves Guild:
Theft: planned theft
Freelance Work: Pay beggars to, in two days time, tell you a person's exact schedule. I wonder how this would be useful to a thief...
Fox's orders: Do what your Doyens tell you (Thieves Guild Main Quest)
Local gangs:
Freelance Work: Pay beggars to, in two days time, tell you a person's exact schedule. I wonder how this would be useful to a thief...
orders: Do what your Boss tell you (Gang Main Quest)
Murder: Kill a random NPC or make him pay his debt another way.
Protection: make sure that you own certain areas of your city
Skooma run: What it sounds like. Get from point A to point B trying to avoid a run in with the cops who are notified about your luggage.
Gangs are basicly the theives guild, but they traffic skooma as well as murder.
Dark Brotherhood:
Assasination: Assasination.
Invoking: Summon these services to assassinate any NPC. Doesn't always work.
Experiments: collect bodies of victims for use by the mages of Sithis
Orders: Non-assasinations that fit the guild.
Morag tong
Assasination: Assasination.
Invoking: Summon these services to assassinate any NPC. Doesn't always work.
Orders: Non-assasinations that fit the guild.
OTHER: these just didn't fit.
Imperial Cult: Same as Morrowind.
Daedric Cults: depends on Daedra in question. (Hircine would have you hunt animals and kill Hunter who weren't hounorable, as well as make Werewolfs do what they are supposed to; while Molag Bal would have you corrupt goverment officials, and sieze power. NO six
Arena:
One on one: Fight a single opponent.
Team Vs: Your Team Vs. Another Team.
Team Free For All: Your team in a free for all against all the other teams.
Free For all: You vs. a single representative from each other team. they fight each other too though.
Vs. Animal: Fight a creature.
Spread Word: Set up posters and talk to people about watching and betting on the Arena.
New opponents: Go to famed warriors and convince them to join the Arena.
Bet: Same as Oblivion
Collect Bets: collect bets, but money goes in/out of your own pocket. you can refuse to accept a bet.
Spectate: Just watch for a small fee.
Vampire Clans:
Fight another Vampire clan.
Get rid of a Vampire Hunter.
Secure more cattle.
Spread the Disease.
Find a cure.
Instead of limiting us to Three play types, why not add a fourth. Stealth, Magic, Bronze, and introducing PERSONALITY. Convincing other people to follow you around and help you out. This type would go into the hierarchies on governments and order soldiers around. They would go to major battles and tell individual troops of soldiers what to do. Also, you could set up a business this way, and hire a manager.
Spells
Collision damage through telekenisis, as well as like... hurling people into walls.
Conjuration should be able to summon food, water, other liquids, creatures, weapons, furniture, etc.You should be able to place a 'mark' on items, and 'recall' them when needed. Also, you should be able to have up to three different Mark locations at once as well as recall on target (so your companions can follow you)
Locking stuff , like in the old games, just didn't have any use. you were the only theif. Locking would have been awesome if there were other people with AI telling them to steal.
ADD NECROMANCY
Spells should be sold by effects/clusters of effects. the potency should depend on your proficiency with that type of magic. However, if you held down the 'cast' button, your spell should be more powerful although more likely to fail. Different spells would be marked "long term, and holding as such would increase time. Long term spells would all drain your magica for the entirety of the spell, although barely (3 points fire damage for 1000 seconds would be unoticeable on your magica bar)
Services:I always thought that through certain VERY POWERFUL AND MAGICA COSTING detect enchantment spells, one would be able to extract the enchantment from a weapon, armor, or parchment and learn how to use the ability themselves. Maybe it could be an extremely expensive service provided by the Collage of Whispers or something.
Repair-ers should have different skills, and only high level (expensive) repairers can repair very nice weapons/armor to a high grade. Most weapons and armor bear the name of their creator, who can always repair the item to full strength.
Lycanthropes:
we need more Were-creatures. Were-wolf (speed, agility) Were Boar (agility, endurance) were lion (Luck, intelligence) were Bear (speed, strength) Were Croc (Strength, endurance)
Then there would be were-shark that transports you to the nearest body of water. you would both be strong and exceedingly quick.
Each attribute mentioned would get a 35 point increase. common to all lycanthropes is a 40 point increase in hand-to-hand and 10 points in all magical skills. Magica bar would go through a 1.5 multiplier (you can reach only the quest and magic menus) The were wolf, were lion, and were bear both get a 30 point stealth increase, while the crocodile and boar get an added 100 hp point. Atributes/skills are only changed while a lycanthrope.
Lycanthropes would turn into their animals:
whenever they felt like it (once a day)
When one moon is full, 50% chance
When both moons are full, 95% chance
Immediately before death, 100% chance at 5 hp
whenever you wish upon recieving the ring of Hircine.
When changing, your health and Magica are always fully recovered. No NPC will talk to you when you are in were-form, nor is it possible to purchase anything, since you can't access your inventory. Also, you can only be harmed by Daedric, Mythril, or steel weapons/ arrows as well as hand-to-hand from anyone who isn't a journeyman. Before gaining the ability to change back, you must attack and kill any creature with a 'greater' or 'grand' soul value. If you are seen turning into a Werewolf by anyone who doesn't have a 90+ disposition of you, they will either flee or attack you. If they flee, they will tell a guard. if this happens, you will be attacked by guards everywhere no matter what form you are in. Gaurds will always attack you Were form however.
NPC'S:
I think classes should include what they do for money and how they get food. Every day an NPC spends having not eaten, their health and fatigue go down a bit. the classes would be,
Food Farmer: Produces and harvests his own plants, such as wheat, corn, etc.; as well as cattle pigs etc. iff there is extra food, they sell it. And if they can afford it, they will buy a luxury.
Cash Crops: Harvests and produces cash-crops, like wine or tabaco. a traveling merchant would regularly trade him his crop for money and food. And if they can afford it, they will buy a luxury.
Hunter: most NPC's hunt, and is is the default if something messes up their original script. This would involve tracking down an animal they can easily kill, and killing them. the amount of meat produced is 3x what it would be for the player. If there is extra food, they sell it. And if they can afford it, they will buy a luxury.
Merchant: has the amount if money they are willing to trade, as well as savings in the back. other NPC's go to traders regularly when they have spare cash and need something, so their cash fluctuates. at the end of every day; if the trader has made money then they put the extra in their savings. if they lost money, they replenish their supply.
Traveling merchants: Tie in the the farmers. they have no savings, as they buy in massive amounts. They go from farm stead to farmstead buying and selling food and cash-crops, as well as some luxuries. Their loop starts and ends in a major city, so that they can sell all but food with the merchants their, as well as re-stock.
Rich people: They have massive amounts of money, like millions and millions, hidden in a cell that the player cannot enter. They draw upon that cash through scripts when they go shopping, and they buy not only food, but many luxuries.
Working man: They do their job at a loss of fatigue, or (in the case of the fighter's guild) health. However, they get payed in cash depending on what job(s) they have, and will go buy food from a merchant, and if they can afford it, luxuries.
Beggars: They will sell information to thieves guild members, and if other NPC's have more than 5x what they are asking for, they will get charity. Every $1,000 the player gives to charity is worth 1 fame point, as an incentive to do so. They mostly have low responsibility, and if they see something lying in the street will most likely take it. They only buy food, and store all their money.
Vampires: Don't eat food. however, they will break into houses and feed on other NPC's. Before feeding, they will cast a non-hostile version of Paralyze on their target, to assure that they don't awake with fangs in their neck.
Inn Keeper: a specialized merchant. most will only sell beer, wine, and bread and will only buy from Traveling Merchants. Every Inn NPC pays 5 gold to them every night for sleep, even if there are more customers than beds.
Things common to all classes:
Scavenge; If somebody sees something lying around, they will most likely pick it up. If the item is owned (by the player or another NPC) then they might, depending on the object's value and their responsibility. High responsibility NPC's will pick up Player-owned objects and return them for a monetary reward.
Hunt; If they see a wild animal that they know they can easily best, they will kill it. if they see a non-fighting wild plant, they will harvest it. Friendship; If a poor NPC has a disposition of 90+ with a Rich NPC, they will most likely get a loan. The loan will be payed of in ten months with no interest, unless the Rich NPC falls on hard times or gets a 70- Disposition towards the other one. In those cases, there will be 5% interest.
Improvement: If an Innkeeper, Food Farmer, or Traveling merchant save up 1000+ gold, they will move into the closest abandoned farmstead, and become a cash-crop Farmer. If a Cash crop farmer or Merchant saves up 10000+ gold, they will instantly get 1 million in 'savings' and become a rich person. A Begger or hunter who has saved up 500 gold will become a Food Farmer or Innkeep depending on which institution is closer (an abandoned Inn or an abandoned house)
Deprovment: If a npc don't have enough food to survive two more days, they will either join the thieves guild or church depending on their responsibility.
Combat: Fighting will be more about your skills than your ability to click a button a lot.
Skills with weopons should determain
A.) skill perks
B.) likelyhood to hit.
C.) Aim for locational damage (hitting a very strong enemy in the arms, a stealth one in the legs, etc.)
Locational damage
head does extra damage to hit points, legs hurt speed, arms damage strength, chest does slightly more hit point damage as well as damages agility -- like being winded.
Block would be mainly in charge of reaction time.
Attributes would determine:
strength and speed would determine damage
agility would help determine reaction time (likely hood of dodge/block/parry)
Different weapons should have different fighting-styles, each unlocked as your ability with them increases. you would choose a fighting style in your menu. For example, Tempest Attrition with a longsword would give you more shock-time on an enemy who has just attacked and been blocked or parried, as well as a higher chance of parrying, but it would give you less damage on strike. However, Havoc Canol with a longsword would decrease your ability to dodge for added damage and hit chance. Pankratosword would be... unknowable.
Armor would slow down your dodge ability based on weight, however protect your body by giving enemies with a low weapon skill a harder time hurting you at all, and even those that could pierce good armor often would have reduced damage on their blows.
Arrest:
Guards shouldn't be all knowing. A guard should only know if you stole something if it was reported directly to him, or to another guard of that city 24 game hours ago. The ability to pay off bounties would get rid of the law, but whomever you committed the crime against would permanently like you much less.
You can only go to jail for B&E, Theft of over 400$, Assault, or Murder. Otherwise you must pay the fine or do hard labor (equivalent of jail without stat loss) NPC'S should be able to go to jail as well, so they don't all end up dead. During conflicts with the law, any sober NPC lacking armor and weapon should only yield.
Voice Acting:
Voiced Dialog took up all of one half of the Oblivion DVD. This is pointless. a rare few NPC's (meaning gods) should have voiced dialog, while others should just be written. However, conversations in the street should be voiced.