TES V Ideas and Suggestions #153

Post » Sat May 28, 2011 3:08 am

i'd like to see my character able to wear casual clothes under his armor. (in his case, robe)
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victoria johnstone
 
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Joined: Sat Oct 14, 2006 9:56 am

Post » Sat May 28, 2011 8:38 am

i'd like to see my character able to wear casual clothes under his armor. (in his case, robe)


Also skirts, male skirts for men like the ones imperial soldiers had in Morrowind. Dont't forget capes either!
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Kyra
 
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Post » Sat May 28, 2011 9:02 am

Perhaps these should be the armour spots:

body under: chainmail, shirts, etc.
Legs under: pants, skirts, etc.
Cuirass
Helmet
Left Pauldron
Right Paildron
Left Greave
Right Greave
Boots
Gauntlet
Shield

Pack slots:
Loot (limited to volume avalible and weight you can carry)
Sword
Secondary weopon
Dagger
Bow
Quiver
Staff
2 potions (separate from loot)
Keyring
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Yvonne Gruening
 
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Post » Fri May 27, 2011 9:33 pm

Ah .. this is what I am waiting for.

1) levitation / Flying. Bring it back plz .. it really changes the game. However, in Morrowind it was A bit overpowered. Need Mobs too fly also. ..
or add some reaons to not fly ... like something Bigger then you flying around. Also if its A spell/ potion it is very weak or takes alot of concentration and you can not Fly around with A Bow/Arrow
or Spell when Mobs cant attack you.

2) Also with this. Climbing .. not just super jumping .. real wall/rock climbing. What you ware should REALLY impacted this. Plate= Not going too happen. Maybe some tools too Help you with this.

3) Size. (Shrink or Enlarge spell/potions) Shrinking= will alow you to Hide better or even get to places you would not other wise (mouse holes) .. hell might even fight A giant mouse in the hole.
Enlarge= You can reach more suff tops of trees or climb other stuff faster .. move faster over all .. have bigger steps.

4) Clothing. Diffrnet grades with hold more or less enchants. Cotton = low / Silk = high ... Back in Dagger Fall you could have all kind of clothes with armor on.
(Capes and Robes .. Robes to hide your armor)

5) FIX Detect life. I love this spell/Enchant. However should only Detect the Living. Not Undead. Maybe add another for the undead.

6) Archery .. Ok .. A) Loved V.A.T.S. in FO3.. after some Leveling of bow/arrow this should Unlock.
Arrow Materials Vs Armor. Ex Glass Arrows will Shatter if they hits daedric Armor. However it will cut threw cloth/leather/fur.
however Armor should have softs points and can be exploied by Useing V.A.T.S.(F.O.3.) system you can pick your Points. Underarms, neck, Head/Face/Eyes.
also would like too see some diffrent types of Arrowheads. like broadhead vs Rounded.

This over all will make Archery Harder to use .. but hit harder.

7) Portal spell. Not like what we have but other. U can Open Small portal, that you can put loot threw .. maybe leads too A chest or closet.

8) AI Awareness. Mobs should ea have value of how well it can detect you with in its range. A human sleeping would be Very low. however If you are in plate or knock somthing other you would wake them.
A Dog could hear you coming and Bark(shout for help) .. inless your Sneak > Targets Awareness if in range. Ghost/Vampiers would just know you are their when you are in range of their Awareness.
Fear and Calling for Help. Not all mobs but some. When they are about to Die .. should Run Away
Also they should shout for help. Hate this. ... but If someone is attacking me in Real Lfie .. I am 100% sure that if their are others in the house ... I am going too Yell for Help!
One that I have Always Hated. When you Sneak Attack with A bow. The AI/MOB knows where you are right Away. They need Really Suprized. Take A few Seconds to find you.. Not Run at you right Away.
Time it take for them to find you could be based on your Sneak Skill + Darkness % of shadow you are in VS Targets Awareness.
A shout/bark (noise for help) .. will have A call for help Value that can travel X Range. Anything in Range of X can React.

9) Traps. We should be able to set up traps, Bare/trip/door traps ... AND SPELL TRAPs .. cast spell X on door or floor next to touch it ... X happens.

10) BRUTE FORCE. As we all know. size matters, if you want to move heavy stuff moved you call big people.
Bash locks (the other lockpick) this will take in account your STR , Weapon Material & Weapon size.
Also, maybe add A kockdown. when I think of fighting with sword and shield.. might kick and push someone to the ground.or back them off you.
Shield bash/push. Yea I know their was A chace too bash with the shield skill in O .. However I would like too press A button for this.. however I think swinging A shield would be Very tiring.
also .. when you are big and strong .. you tend too move slow./ This should maybe show, Higher your Str is the Bigger your muscles.

11) companion(s) Be able to Hire help, Be it Mercenary/Friend/pet or even A slave to carry your stuff. Also Plz add A pack horse/mule.

12) Quiver as part of the gear, not based of the arrow type you are useing. As gear they can add Magic effects, Haste for shoot arrows. or A quiver of endless Arrows X.
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scorpion972
 
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Post » Sat May 28, 2011 9:05 am

:tops: This
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City Swagga
 
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Post » Sat May 28, 2011 3:31 am

9) Traps. We should be able to set up traps, Bare/trip/door traps ... AND SPELL TRAPs .. cast spell X on door or floor next to touch it ... X happens.


Love the idea of traps. Maybe you could go all Rambo on someone tracking you in the woods.

SMITHING:
Use your Smithing skill to forge custom items from existing items and raw materials. While you can have a blacksmith or carpenter create custom items for a fee, it is lucrative long term to make your own at an anvil and furnace or workbench.

-Smelting: extracting metal from ore in a furnace to produce an ingot. Blending ingots produces higher quality ingots (e.g.- creating steel from iron).
-Forging: heating ingots and hammering them at an anvil into a finished product.
-Melting: melting existing metal items into ingots.
-Disassembling: reducing weapons and armour to their base components. For example, disassembling a steel short sword will provide 1 x Leather strapping, 1 x wood piece and 2 x steel ingots

Types of Ore:
-Iron Ore: Usually produces pig iron or iron ingots, though skilled smiths can create steel ingots. A master smith can produce Damascus ingots from iron ore.
-Copper Ore, Tin Ore: When two parts copper ore is mixed with one part tin ore, the end result is a bronze ingot.

Types of Ingot / Nugget / Wood (Weakest – Strongest):
-Pig Iron: Often the handiwork of a poor smith, pig iron is too brittle for weaponry or armour. You can combine pig iron ingots to create iron and steel ingots.
-Ebony: The best wood for shields, weapon handles and training weapons. Ebony ornaments and furniture are sought after.
-Bronze: 2 x copper ore and 1 x tin ore produces a bronze ingot for the creation of bronze items.
-Iron: About as strong as Bronze but more common and easier to produce, iron ingots can be used to produce iron items or combined further to create a steel ingot.
-Steel: A quality metal that is used in the production of steel items and can be combined to produce Damascus steel ingots by a master smith.
-Damascus Steel: used to produce Damascus weapons and armour. A steel of nearly mythical strength, swords of Damascus have been known to cut through rock and other swords, and require less maintenance than other swords.

Creating custom weapons:
By activating an anvil or workbench, you are taken to the custom creation menu, where you are first asked what you would like to create (weapon, shield, armour, item).

Weapons: Decide what weapon type you want to create (Sword, Dagger, Axe, Club, Mace, Bow, Arrow, Throwing Knives, Ball and Chain, Cestus) and its size (One or two handed). Then peruse various designs and the base materials required. For example, a steel short sword requires 2 x steel ingot, 1 x wood piece (handle) and 1 x leather or silk strapping (grip).

The weapon's damage, weight, durability and value appear at the bottom of the screen as you create it. Your Smithing skill will affect those mentioned statistics, the range of designs available and the amount of raw materials needed. Weapon and armour manuals also provide new designs.

Next, you can customise the aesthetics of your weapon by adding a tint to the blade, or adding precious stones for decorative purposes. Items like dye and gems will be required. Finally, you must name your creation.

Wooden items work using the same principle as metal, but you use wood pieces instead of ingots. In the creation of a bow, the material of the string and the elasticity of the wood will affect the quality of the weapon.

There are various arrowhead designs, each with a different effect. Some are designed to cause extra damage when you pull them out, some fragment in the body and cause infection.

Shields: Select the size, design and emblem for your shield. You can upload external image files to use as your emblem.

Armour: Select heavy or light armour, then the body part (helmet, cuirass, pauldrons, greaves, boots), and finally go through the various designs as before.

Other items: You can also create custom items like crockery, upholstery and other decorative items in much the same way as making custom weapons. A great source of income.

Repairing: you won't be able to repair armour and weapons 'cold' to 100%, that is at room temperature or colder. The upside is you have a hammer that never breaks (why would it?). A master smith will be able to repair 'cold' up to around 90%.

Repairing metal armour to 100% requires a furnace and anvil and an ingot of the same metal that can melted down and blended into the armour or weapon. To repair a wooden shield at a workbench, you will need wood pieces to replace damaged parts of the shield.
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Ezekiel Macallister
 
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Post » Fri May 27, 2011 11:06 pm

Better Hand To Hand, maybe this skill should have sub-branches, like attack and defense, so when someone attacks you and you block depending on your skill you can make some martial arts technique and throw the person.....
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Gen Daley
 
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Post » Sat May 28, 2011 5:43 am

I haven't posted this in a while, so:

The Magic Ideas Post

A Paradigm Shift:

In the previous games, the magic skills tended to be defined by what they could do; Destruction was for attack spells, Restoration for healing spells, and Conjuration for summoning things. I'd like to see the definitions of the magic skills shift a bit from 'what they can do', to 'how they do it'. Under this new definition, Destruction wouldn't just be the attack skill, it would be magic for manipulating energy (heat, electricity, etc), Restoration is the direct effecting of living things, not just healing, and Conjuration is the magic of Oblivion, so the undead-affecting spells ought to go. The old set of abilities are largely still present under this new definition of the skills, but defining them this way allows the skills to branch out in interesting and unexpected new ways.

The Magicka-Health Disparity:

One of the things that really needs to be fixed for the next game. The disparity I'm talking about is that your magicka pool is purely dependent on stats, while health is determined by both stats and level. This often led to situations in Oblivion at higher levels where there was such a huge difference between your magicka and the enemy's health that you'd have to empty your magicka pool at them multiple times to kill them. The next game needs to be consistent in how health and magicka are determined.

Spellcasting and Armor:

I want to see this return in the next game, although I'd like to see it be more severe. There are two ways I could see it working in the next game: one would be to make armor increase the magicka cost of spells; the other way would be for armor to increase spell failure (assuming spell failure shows up in the next game). How much armor affects spellcasting ought to depend on two factors: first, the type and quantity of armor being worn, and second, how much skill the character has in the relevant spell skill. But even with a high spell skill, it should still be a bad idea to try and cast a spell while running around in full plate. Also, the rate of magicka regeneration could be partially determined by the amount of armor you're wearing.

Magicka Regeneration:

Keep this. Dear God, keep this. Playing through Morrowind, the lack of regeneration (combined with the relative rarity of decent magicka potions) was by far the most annoying thing to put up with.

Spell Failure:

I'm neutral on the whole idea of spell failure, but I wanted to explore some ways of doing it. One way to do it would be Morrowind's method, where you could try and cast any spell, but with a chance of failure that goes down as your skill goes up. Then there's Oblivion's method, where there's no spell failure, but spell use is gated by your skill level. I'd like to also propose a third method, that hits a kind of middle ground between the two. In this method, your spell skill level would gate your access to new spell types, but spells that are upgrades of lower skill spells could be cast with a chance of spell failure. As an example, lets say your character has a novice skill level in Alteration, and want to cast an Open Lock spell. Since the lowest level Open Lock is a novice-level spell, you could also try to cast even a mastery-level Open Lock, but with a hefty chance of spell failure. However, the lowest level of Levitation is a journeyman level, so you would not be able to cast it at all until you become a journeyman in Alteration. This system would allow you to still try and use spells that are too powerful for you, but it also keeps the significance of reaching a new skill level by letting you only use new spells when you reach that skill level.

Spell Tomes:

Oblivion introduced these in a DLC. It played like an unimportant little tack-on (mostly because it was one), but the idea was a good one. So, I wanted to come up with a way to more fully integrate spell tomes into the next game. I have two ideas on how to do this: a less extreme one, and a more extreme one, so I'll present both here:

-The Less Extreme Idea: spell tomes function the same way they did in Oblivion, but rather than being a rare piece of dungeon loot, they become the cornerstone of learning magic. Spell merchants now sell these books, rather than teaching the spell directly (this also means that, as long as you hold on to the book, you could learn the spell, delete it, and then re-learn it from the same book, if you have a reason to). Spell tomes also become much more common loot off of mage enemies, and out of mage-themed dungeons (necromancer and conjuror lairs); boss mage NPCs would be guaranteed to carry at least one spell tome on them. Certain major mage characters (in Oblivion, this would include Arch-Mage Traven, Mankar Camaron, and Mannimarco, among others) will have special spell tomes that contain multiple powerful spells.

-The More Extreme Idea: all the stuff in the above paragraph applies, except for one thing: in this version, spell tomes wouldn't teach spells; in fact, nothing would teach spells. Spell tomes would instead act like spell scrolls with infinite charges; so as long as you have the book in your inventory, you can cast the spell, but if you remove it, you can't cast anything. I think this serves three good purposes: first, it further plays up the whole 'mages are scholars' thing, which always existed in TES, but without a lot of explanation as to why, since magic was never really shown as requiring a lot of book learnin'. Second, it gives mages more reason to care about their equipment, which was lacking compared to warriors and rogues. And third, it provides an easy way to disarm a mage when the game calls for it (I mean really, why would guards even bother with throwing a powerful mage into jail? Open Lock + Invisibility = easy escape).

In this idea, there would also be scribes who can create custom spellbooks in which multiple spells that you have can be copied into one volume. Spells out of the unique spellbooks (such as the ones that the Arch-mage and the like ought to have) wouldn't be copy-able, to maintain the uniqueness of those spellbooks.

Enchanting:

I'm largely neutral on whether Enchanting should return as a skill, so I'm going to present ideas for doing it both as a skill and as just a service:

-No Skill: if enchanting is just a service provided, then it needs to be more widely available than it was in Oblivion. You don't need to be a member of the Mage's Guild to get things enchanted, but you will get better prices if you are. I'd also like to see the return of cast-on-use enchantments. I can understand why Bethesda chose to restrict certain enchantments to certain items, as Morrowind's enchanting could be a little intimidating, so I don't begrudge them a little simplification here and there. So I would set up enchanting like this: weapons get cast-on-strike enchantments; armor, clothing, and foci (more on them below) get constant-effect enchantments; and amulets and rings get cast-on-use enchantments. They should also bring back Morrowind's system of enchanted items slowly recharging over time, rather than requiring a soul gem or enchanter to recharge it. Lastly, it should also be possible to disenchant an item, placing the magic into an empty soul gem, and leaving the item empty, so it could be re-enchanted (likely shouldn't be an option for unique items and artifacts).

-As a Skill: All the stuff above still applies here, as well as the following. With enchanting as a skill, there should be three ways to enchant an item: first, do it yourself, with no monetary cost, but a chance of failure. Second, get an NPC enchanter to do it, with no chance of failure, but this costs money, and you can't actually use your own spells to enchant it, you have to use the spells the enchanter has access to. The third (and new) option would be to get an NPC enchanter to help you enchant the item; the cost of doing this would depend on your character's Enchant skill (higher skill = lower price), but it would remove the chance of failure, and allow you to enchant with your own repertoire of spells. Enchanting the last way also counts as training in your Enchanting skill, just as enchanting by yourself does.

Foci and Reagents:

I intend these items to basically replace the staves that were present in Oblivion. Foci and reagents have different mechanics to them, and affect different spell schools, but they both exist to improve the mage's spell casting in some way:

-Foci: foci are used to improve your spellcasting for Destruction, Restoration, Mysticism, and Enchanting (if Enchanting returns as a skill); basically all those spell schools that have lots of instant-duration spells in them. They are objects that the mage equips in place of a weapon (although some can also be used as weapons), and include things such as mage staves, wands, totems, ritual daggers, and so on (and for Enchanting, maybe an enchanted smithing hammer, or something like that). As a base, all foci reduce the magicka cost of all spells in the above schools (for Enchanting, it would increase the success rate, or reduce the monetary cost). Beyond that, some foci can have enchantments placed upon them that further improves certain spells (maybe one that increases how much healing spells heal you for, or the amount of weight a telekinesis spell can lift, and so on).

-Reagents: these improve your spellcasting for Alteration, Conjuration, Illusion, and Necromancy (again, if Necromancy appears as a skill); those spell schools that focus on spells with lengthy durations to them. Reagents are consumable items that will greatly improve the duration of the duration of a spell, if you have the reagent in your inventory when you cast the spell. Each reagent would be specific to a single type of spell (possible reagents could include a feather for slowfall spells, bonemeal for a skeleton summoning spell, a daedric rune for daedra summoning spells, and so forth).

Destruction

The magic of manipulating energy. This skill wouldn't seriously change under my ideas. It's mostly just a case of finding new ways to toss energy around, as well as providing special properties to each type of element.

Spell List:

Novice
-Fire: fire spells have a percentage chance to do additional damage over time to their target. Also, fire spells burn away minor landscape elements, like grass and small shrubbery. When cast underwater, fire spells would instead manifest as a pocket of boiling water.
-Shock: does extra damage based on the amount of metal armor worn by the target. When cast into water, it automatically increases the area of effect, as well as the damage done.
-Frost: has a chance to temporarily slow the movement of the target. When cast at water, it temporarily creates a solid block of ice that can be walked upon.
-Energy: fires a blast of pure energy. Energy has none of the special features of fire, frost, or shock, but it has a lower magicka cost. Also, resistance to energy would be much more rare than resistance to fire/frost/shock.
-All the above spell types should become more visually impressive the higher the level of the spell is.
-Touch Spell

Apprentice
-Stream Spell: a continuous stream of fire/lightning/whatever
-Imbue Weapon: temporarily enchant your weapon with the element of your choice.
-Illuminate: activates all fire-based light sources in the area of effect (campfires, candles, etc).
-Douse: deactivate all fire-based light sources in the area of effect.

Journeyman
-Projectile Spell
-Resist Element: I like this better here, rather than in Restoration.
-Weakness to Element
-Endure Climate: alters the temperature around the caster to be more comfortable (of course, this requires a game that takes into account things like climate. Skyrim would be perfect for such a system, as hypothermia should be a real risk there).

Expert
-Area of Effect Spell: fire is a fireball that explodes on impact; frost sends out a cone-shaped wave of frost; shock is a lightning bolt that chains to multiple targets; and energy is an explosion similar to the fire spell.
-Radial Spell: an explosion radiating out from the caster.
-Triggered Spell: creates a sphere of fire/frost/whatever that hovers in the place it was cast. Casting the spell a second time will cause the sphere to explode.

Master
-Lightning Strike: calls down a massive bolt of lightning from the sky. This is the most powerful attack spell that can be cast, but it requires the presence of storm clouds, and can only be cast outside.
-At Master level, Destruction spells do greatly reduced damage to non-hostile NPCs

Alteration

I see Alteration magic as being the magic that deals with changing inanimate matter: levitation works by creating a cushion of air under the caster, waterbreathing transmutes water into air, and opening locks works by altering the tumblers in the lock.

The big thing that needs to happen with Alteration is to bring back the spells cut in the transition from Morrowind to Oblivion. Another thing to consider is any elemental-style magic that based on earth, air, or water, as I think they fit well here.

Spell List:

Novice
-Open Lock
-Lock
-Strengthen Weapon/Armor: reduces the amount of damage done to the item, basically increasing its durability.
-Burden
-Feather

Apprentice
-Slowfall
-Mage Armor: the Shield spells from the previous games renamed (I have another spell that I think is more appropriate for the name 'shield')
-Improve Weapon: increases the damage done by the equipped weapon.
-Elemental Armor
-Disintegrate Weapon/Armor: I like it better here, compared to Destruction.
-Repair: repairs broken items. Only expert-level and higher spells can repair magical items, and each level of spell has a maximum amount of repairing it can do (so, an apprentice-level Repair spell can only restore an item to 25% of its total 'health').
-Water Walking

Journeyman
-Shield: this spell functions different from all other spells. Instead of mapping to the cast button, this spell maps to the block button, as though it were an actual physical shield (this, of course makes the two incompatible). When you block, it causes a disc of force to appear in front of you and block attacks (including offensive magic), while draining your magicka as long as you maintain it. If any of you have played the game Infamous, I'm basically picturing the shield ability from that game.
-Water Breathing
-Jump
-Push: hits an enemy with a blast of wind that sends them flying back and knocks them off their feet
-Root: causes the earth to rise up and trap an enemy's feet, preventing movement.

Expert
-Levitate
-Barricade: temporarily creates a low wall of earth in front of you that can act as both an obstacle and a shield.
-Trap: a spell, cast upon a patch of ground, that will cause a spike of stone to shoot up and spear anyone who crosses the effected area.

Master
-Fly: a very high-speed levitate that could be used for travel. However, taking any damage will knock you out of the spell, making it a poor choice in combat.
-Alter Weather: the most powerful alteration mages have the ability to reach the winds in the upper atmosphere and change the very weather, creating (or dispelling) fog, rain, snow, or whatever weather is appropriate for the region. This spell has a cooldown time on it, as even the most powerful mage can't repeatedly do this all willy-nilly.
-Earthquake: causes a localized earthquake that knocks everyone on the ground in the area of effect off their feet, except for the caster.

Restoration

I would use this as the skill for all magic that directly effects living things. Healing is the obvious part, but I would also include a new spell type: shapeshifting. After all, if you think about it, altering someone's stats could be considered a limited form of shapeshifting, so why not take it one step further?

Spell List:

Novice
-Restore Health/Fatigue
-Cure Poison
-Resist Poison/Disease

Apprentice
-Restore Stat
-Cure Disease
-Nighteye: I think this works best as a shapeshifting spell
-Swiftswim: grow webbed hands and the like to increase swimming speed

Journeyman
-Fortify Stat
-Drain Stat: I like having all stat-manipulating spells under restoration.
-Claws: turn your hands into claws, increasing hand-to-hand damage.
-Spiderclimb: increase climbing skill (yes, there should be a climbing skill).
-Shapeshift: Animal: spells to assume the form of any natural animal (wolves, lions, etc), or fictional creatures that serve as animals (nix hounds or guars).

Expert
-Absorb Stat/Skill
-Damage Stat
-Shapeshift: Monster: take the form of any non-undead, non-daedra monsters (ogres, trolls, etc.).

Master
-Even better animal and monster shapeshifting forms.

Illusion

Magic used for altering the mind, and creating false constructs of light and sound. The big thing I want to do here is create some spells that make actual illusionary images.

Spell List:

Novice
-Light
-Darkness: creates a patch of pitch blackness that suppresses all light within the area of effect. Only the caster of the effect, and people with nighteye, can see anything at all while standing in the effected area.
-Sound: causes a loud sound to burst forth wherever the spell hits, causing NPCs to go investigate.

Apprentice
-Inanimate Illusion: places an illusion on the caster, changing their appearance to a random nearby inanimate object (rock, tree, barrel, etc.), allowing the caster to avoid detection, as long as they remain immobile.
-Calm
-Frenzy
-Rally
-Demoralize
-Truesight: allows you to see through illusions.
-Chameleon

Journeyman
-Mirror Image: creates several illusionary copies of the caster. Enemies will become confused and not know which to attack.
-Blind
-Silence: prevents speaking, as well as spellcasting
-Charm

Expert
-Command
-Paralyze
-Invisibility
-Mark Person: marks an NPC. Used in conjunction with Illusionary Attire and Doppelganger spells.
-Illusionary Attire: your clothing/armor changes appearance to match that of the marked target. Doing this will make you appear to be part of whatever social group the marked person is (so copying a guard's uniform makes you appear to be a guard, a noble's finery lets you blend in at a high society event, etc).

Master
-Sunlight: a powerful spell that lets the caster create a brief blast of intense sunlight, with all its anti-vampiric properties.
-Doppelganger: you take on the full appearance of the marked target. People will treat you as if you were that person, but if the copied person sees you, you'll be revealed as a fake (and probably get in trouble with the law).

Conjuration

Magic tied to Oblivion. The big thing I want to do is cut the undead-related stuff. It doesn't fit here, I think, and would be better suited to its own separate skill.

Spell List:

Novice
-Summon Daedra: yep, just daedra.
-Bound Item
-Dismiss: un-summons your current pet. You automatically get this spell when you acquire your first Summon Daedra spell.

Apprentice
-More powerful summons

Journeyman
-Bind Daedra: traps a daedra in place, where it can neither effect, nor be effected by anything else.

Expert
-Command Daedra: the other command spells stay in Illusion, but Conjuration gets the ability to do it to daedra

Master
-Call Daedra Lord: powerful conjurors can call the Daedra Lords at their shrines, without the use of offerings, or anything of the sort.
-Planeshift: at the higher levels of mastery, Conjuration can be used to teleport the caster directly into one of the planes of Oblivion. (Obviously, this spell would only pop up if TESV has the planes of Oblivion present).
-Summon Aedra: master conjurors have the ability to reach beyond even Oblivion, and summon lesser aedric beings from Aetherius; beings such as the Jills of Akatosh.

Mysticism

Mysticism has always lacked a concrete theme. The one I would give it is being the magic all of all esoteric forces; things that, while they can be affected by mages, their full natures are only half understood by people on Nirn. This includes such things as kinetics, space, time, the soul, and even magic itself.

Spell List:

Novice
-Detect Life
-Detect Magic: just as detect life shows an aura around living things, detect magic displays an aura around all magical items, all magical parts of the landscape (such as those magic-firing crystals in Alyeid Ruins), and all characters who have magic as their primary specialization.
-Dispel Magic
-Telekinesis: lifts objects and creatures into the air. Throwing them can cause damage.
-Consume Soul: an enhancement, placed upon a person, that temporarily allows them to consume a filled soul gem to regain magicka.

Apprentice
-Soul Trap
-Telekinetic Shot: a streamlined combat telekinesis. The spell will automatically pick up a random nearby object and fire at in the direction the spell is cast.
-Mark
-Recall
-Speed/Slow Circulation: twists time to speed up or slow down the functions of the caster's body. Any effect on the caster that deals damage-over-time will take twice as long to end, doing the same amount of damage in total, but doing it slower, giving the caster more time to react to it. Any other negative effect on the caster that isn't damage-over-time will expend itself faster, so the caster won't have to deal with it as long.

Journeyman
-Telekinetic Barrier: picks up numerous nearby objects and sets them to whirling around the caster. The objects damage anyone who gets too close.
-Teleport to Location: spells designed to teleport to specific set locations, typically the Mage's Guildhalls, and other major magical locations.
-Blink: teleports the caster a short distance in the direction aimed.
-Slow Projectiles: causes all arrows and other mundane projectiles in a radius around the caster to move at a slow speed.
-Scrying: lets the caster's senses range free of his body, letting him scout ahead undetected. The spell basically lets you take control of an invisible entity, which can float around freely, and even slip past doors, but can't directly effect anything.

Expert
-Absorb Magic
-Reflect Magic
-Haste: speeds up the flow of time for the caster, making the rest of the world appear to move in slow motion.

Master
-Freeze Time: the most powerful mystics have the ability to completely freeze time for everyone and everything, but themselves. It can only be done for a few seconds at a time, and there's a cooldown before it can be done again.
-Possess: the caster sends his mind free of his body, and try to temporarily take control of another's body. This spell only succeeds against those whose willpower is less than the caster's. If successful, the mage takes control of the target, along with all their gear and physical stats, but retaining the caster's own mental stats. When the spell ends, the target regains control of itself.

Necromancy

The new skill on the block. Magic manipulating death, decay, disease, and so forth. This is where all the undead-themed spells from Conjuration gets moved to.

Spell List:

Novice
-Summon Spectral Undead: Ghosts, wraiths, etc
-Dismiss Risen: same as the Conjuration spell, only for Necromancy.
-Turn Undead

Apprentice
-Raise Corporeal Undead: Raise a corpse as some manner of corporeal undead, skeletons, zombies, and so on.
-Disease: inflict a target with any of the diseases that exist in the game.

Journeyman
-Poison: Attack spells that fire a poisonous mist at the target. Poison spells contain a damage-over-time component in addition to whatever regular damage the spell is designed to do. When a poison spell hits part of the landscape, it causes that patch of ground to blacken and wilt. When cast into water, a cloud of poison will persist in the water, doing damage to anything that swims into it.

Expert
-Command Undead
-Ethereal: makes the caster ghostlike and insubstantial. This form makes the caster difficult to see, immune to non-magical weapons, and allows him to phase through permeable barriers, such as gates and bars. This form also reduces all damage the caster does by a substantial amount.

Master
-Creating yet more powerful forms of undead.
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Jamie Lee
 
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Post » Sat May 28, 2011 8:16 am

Better Hand To Hand, maybe this skill should have sub-branches, like attack and defense, so when someone attacks you and you block depending on your skill you can make some martial arts technique and throw the person.....

That's an interesting idea. Maybe using kicking would work too - it did well in 1st person in Mirror's Edge.

I think hand-weapons would be a nice addition to bare-fisted combat. Katars, brass knuckles, claws... the game Silverfall, while failing in most every other way, did make h2h combat fun with a wide variety of visually pleasing hand weapons.

In Fliggerty's mod for TESIII, he has gauntlet weight affecting how much health damage your fists cause. I think this could be a really neat addition. Not unlike using a heavier weapon, perhaps wearing gauntlets (light, medium, heavy) would slow your fist-attack speed proportional to the physical weight of the gauntlet. A punch might do more damage with a Daedric Gauntlet, but it might also be slower than if you were using a leather gauntlet. So, it's like the difference between using, say, a short blade and a claymore.

If Kicking is added in, well, that could be all sorts of fun!

There could be specific 'perk' moves, like disarm, stomping on your enemy's feet, shin-kicking, uppercut to the jaw, svcker punch, wrestling...
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Jesus Duran
 
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Post » Fri May 27, 2011 11:58 pm

Snip


Wow, very nice ideas...

I would also like to see better designed spells, something like http://www.wizards.com/mtg/images/daily/ftl/ftl75_iub64cev78b9nodf.jpg
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Madeleine Rose Walsh
 
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Post » Fri May 27, 2011 11:04 pm

Ah .. this is what I am waiting for.
1) levitation / Flying. Bring it back plz


Getting rid of it in Oblivious was one of the dumbest moments in videogame history.
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Miss K
 
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Post » Fri May 27, 2011 10:46 pm

In all of Bethesda's games that I've played, one more than one occasion I've gotten stuck somewhere and was unable to get out. Everybody has experienced this glitch at least once, it's very common. For example, getting stuck behind the bedpost in your Megaton House, or getting stuck between two rocks. PC users can toggle the collision, but console users are forced to reload a new save. Bethesda, if you're on the fence about adding teleportation spells back into TESV, consider how common this glitch is, and how easily it can be solved by casting a simple teleportation spell. There are many other reasons why teleportation spells should return, but this is a pretty good reason by itself. Please bring them back. :wub:
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Gemma Flanagan
 
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Post » Sat May 28, 2011 12:40 am

Okay, getting rid of teleportation was the second dumbest thing.
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Jose ordaz
 
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Post » Fri May 27, 2011 9:58 pm

Okay, getting rid of teleportation was the second dumbest thing.



not really... I dont' like the idea of teleportation in a TES game.
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Roisan Sweeney
 
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Post » Sat May 28, 2011 8:55 am

I was reading http://g4tv.com/thefeed/blog/post/702542/Molyneuxs-X10-Presentation-Fails-To-Anger-Me.html, and this feature struck me as actually very, very cool:
You bond with other characters in the Fable III universe by touching them, hitting a button to either do something nice or something mean.


Now that's some untapped potential right there - using touch to interact with NPCs, not just dialog and fighting.

Some I can think of off the top of my head:
- grab threateningly
- assuring touch
- slap angrily
- push/shove threateningly
- gesture positively
- gesture rudely
- gesture angrily
- wave (greeting)
- handshake/forearm grasping (form of greeting)
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Iain Lamb
 
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Post » Sat May 28, 2011 10:04 am

I was reading this article about Fable III

I dunno, man. Anything similar to anything Fable spells disaster.
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Lauren Denman
 
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Post » Sat May 28, 2011 2:58 am

I dunno, man. Anything similar to anything Fable spells disaster.


+1, I want no Fable in my TES :(
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Ben sutton
 
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Post » Fri May 27, 2011 9:32 pm

I hate level scaling, away with it! Gimme a big map instead, with dangerous and not-so-hard areas. Let me have the pleasure of returning later to kill off that annoying creature.

I dislike character levels in RPG's. Items should not be restricted by char levels but instead by skills. My char should have x in strength to handle a specific sword, not x in level. Moreover, if handling a sword that my char barely can lift it should affect speed. Same with spells; intelligence must be high enough- not level. If intelligence barely covers restriction, heavily impact on mana (concentration). Remove the char level thingy!

Introduce Item familiarity. If a char uses a sword for a long time it should become familiar (aka more critical hits). The char knows to handle that specific weapon.

Important: Get game balance right. Everything powerful can't all be good. 100% cameleon must have a downside. Damage reflection, get 80% of it followed by 80% damage increase by magic.
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Krystal Wilson
 
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Post » Fri May 27, 2011 7:20 pm

I dunno, man. Anything similar to anything Fable spells disaster.

I am clueless to why people despise Fable, both games have been brilliant. TES could learn from Fable and vice versa.
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Nims
 
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Post » Sat May 28, 2011 6:15 am

I am clueless to why people despise Fable, both games have been brilliant. TES could learn from Fable and vice versa.

There's a lot of Fable bashing and I don't get it either, Fable did some things wrong, sure, but it also did a lot of things RIGHT or at least ATTEMPTED a lot of things like a economy simulation, while it didn't do that perfect it at least tried.

A lot of the bashing really is for no good reason, you mention Fable and people switch to rage mode.
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lauraa
 
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Post » Fri May 27, 2011 10:30 pm

I dunno, man. Anything similar to anything Fable spells disaster.

Did you even read my post? Did you even read the idea? If there's even one good germ of an idea, it should be explored. Don't cut off your nose to spite your face.
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KU Fint
 
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Post » Fri May 27, 2011 10:40 pm

Did you even read my post? Did you even read the idea? If there's even one good germ of an idea, it should be explored. Don't cut off your nose to spite your face.

I looked over it and I really like the idea, anything that allows you to "socialize" with NPCs even more is great.
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jennie xhx
 
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Post » Sat May 28, 2011 8:19 am

I am clueless to why people despise Fable, both games have been brilliant. TES could learn from Fable and vice versa.

*chuckles* My guess would be that it derives from the fact that Peter Molyneaux tends to swear up-and-down that his latest upcoming game will be God-in-game-form, will be super innovative, fulfill every wish you might have for it, and cure cancer. So, even if the final game is good fun (haven't played the Fable games, so I can't speak to that one way or the other), it always falls well short of what was promised; hence the raging that accompanies a mention of one of his games (the same reaction tends to accompany a Black and White mention, as well).
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clelia vega
 
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Post » Sat May 28, 2011 3:59 am

*chuckles* My guess would be that it derives from the fact that Peter Molyneaux tends to swear up-and-down that his latest upcoming game will be God-in-game-form, will be super innovative, fulfill every wish you might have for it, and cure cancer. So, even if the final game is good fun (haven't played the Fable games, so I can't speak to that one way or the other), it always falls well short of what was promised; hence the raging that accompanies a mention of one of his games (the same reaction tends to accompany a Black and White mention, as well).

That's still no reason to bash on what the games actually DID do good, you just mention Fable and it's like you yelled SATAN in the middle of church.
Really all the Fable bashing is just childish and doesn't lead anywhere, it just leads to ideas being buried before even having a chance to get considered.
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Rik Douglas
 
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Post » Sat May 28, 2011 3:56 am

*chuckles* My guess would be that it derives from the fact that Peter Molyneaux tends to swear up-and-down that his latest upcoming game will be God-in-game-form, will be super innovative, fulfill every wish you might have for it, and cure cancer. So, even if the final game is good fun (haven't played the Fable games, so I can't speak to that one way or the other), it always falls well short of what was promised; hence the raging that accompanies a mention of one of his games (the same reaction tends to accompany a Black and White mention, as well).


Yeah, that's why. If Molyneux kept his mouth shut, people wouldn't be so ready to bash it. But when each Fable is constantly called "ZOMG SOZ AMUIZING GUYZ, BET RPG EV3R" by Molyneux, and each turns out to be just decent, with barely any of the features working as Molyneux promised, people get pissed off.
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SUck MYdIck
 
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