TES V Ideas and Suggestions #154

Post » Sat May 28, 2011 2:40 am

I think we need to instruduce abilities in the skill system. Oblivion had these "perks" but I think that It svck that you got 'em automaticly every 25 skill lvl. I think that at evey 2 lvl's you will get a screen that shows thievering, magic, and combat abilities. Realistic abilities, not like "you get more health in sunlight" but more "Swords can now make enemy bleed 5% of base health", you know, stuff like that in other rpg's.
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xxLindsAffec
 
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Post » Sat May 28, 2011 2:02 am

but as has been said countless times before; games aren't for realism, they're to escape it


No no no, I play games to escape MY life.
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Amy Cooper
 
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Post » Sat May 28, 2011 2:17 am

Hey guys, I've been gone for a while, but i felt nostalgic so... here I am

Werewolves

oblivion fighting styles

the ability to make a khajiit have black fur without it looking like someone said "get pooped on"

aaaand, mount variety

that is all for now

EDIT: oooo, and shapeshifting
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Tai Scott
 
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Post » Sat May 28, 2011 9:09 am

Well I was gonna make a new mount my self, I had planed to start it at Xmas, but I still havent got around to it. I lack motivation ATM. I've got lota reference pics though, so all I have to do is start building it. Im just too lazy.
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Mari martnez Martinez
 
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Post » Sat May 28, 2011 3:20 am

Well I was gonna make a new mount my self, I had planed to start it at Xmas, but I still havent got around to it. I lack motivation ATM. I've got lota reference pics though, so all I have to do is start building it. Im just too lazy.


if i may, a good way to have awesomeness that can appease the lore-addicts: senche (or senche raht)
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Jade
 
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Post » Sat May 28, 2011 7:16 am

I'd like to see some interactive guild rivalry. I was pretty disappointed that I couldn't choose to join the Blackwood Company in OB.
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Amy Smith
 
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Post » Sat May 28, 2011 1:40 am

I think I would want larger fights. 3 on 1 is okay I guess but I want something more like 30 vs. 6. It doesn't have to have that everywhere but in a couple places would be nice.
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Motionsharp
 
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Post » Sat May 28, 2011 8:55 am

I think I would want larger fights. 3 on 1 is okay I guess but I want something more like 30 vs. 6. It doesn't have to have that everywhere but in a couple places would be nice.

So a more epic battle scene than the 8 on 8 battle to open the great daedra gate at the end of the game? I agree wholeheartedly sir... You'd think with gates opening up all over Cyrodiil we'd see an army or two.
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Czar Kahchi
 
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Post » Sat May 28, 2011 9:45 am

Ooh and here are some spells I would recommend making.

Destruction:
Poison
Earthquake

Conjuration:

subclass to conjuration: An animal conjurer
All the mythical and animal creatures that were left out.

illusion:
Siege; effect; sends all enemies and teammates around you to attack a specific enemy

Alteration:
Poison shield

If you mix a certain type of damage with the same type of shield it will make a shield that when struck, defends you and hurts the attacker.

Mysticism:

Subclass for mysticism:
Subclass name: Puppet Master
Puppet technique; effect; Target follows your movements, good in dungeons so you can lead them into traps.
Mind mess; effect; While doing no harm to the victim sends them into a horrible hallucination into wear they fall down screaming for the duration of the spell. Should cost a bit more then paralyze but sends more satisfaction from the demise of your enemies.
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Channing
 
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Post » Sat May 28, 2011 9:54 am

I like the idea of building you own house and best of all building you own castle. What if we also is able to hire peasants? 500 gold pr peasand a month and you can hire 10 or so to build you castle and after some weeks it will be done. Then you could get the peasants to take care of the farm animals and watch the fields while your gone! You could actually build your own little village!!



lol i suggested that on the Fallout new Vegas forum execpt more complex
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biiibi
 
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Post » Sat May 28, 2011 6:46 am

i wouldnt want it all the time though like on the wii, just for fighting.
and yeah vats for archery would be pretty good actually, youd wanna aim for the head though pretty much all the time


I think the archery cross-hair should be a circular reticule, like in Tom Clancy games. Your shot will land anywhere inside the circle. The more you move, the wider the circle grows. The higher your skill, the smaller the circle becomes. Point is, if you have a medium sized circle, you wouldn't want to aim for the head at a distance, you'd aim for the center of mass. Otherwise you'd just miss.

Parrying. Partly based on your block skill, (It happens sometimes randomly in Oblivion, where both characters recoil) but anyway, if you swing in the split second after the enemy swings, you have a chance to parry it. Also depends on what weapon you have.

Dual wield. C'mon. It can be done realistically, opens up some sweet possibilities.

Climbing. Done in Daggerfall, opens the game up in so many ways.

Mounted combat. COME ON. Also, see: werewolves, spears, crossbows, thrown weapons.

More uses for Speechcraft. Oh, and if you need to combine skills, how about merging this with Mercantile? Instead of having knives be comparable to swords. I should be able to talk my way through a bandit cave or quest just as easily as I can cut my way with a sword, as long as my skill is high enough.

More armor combinations. I would be in favor of introducing a NEW Medium Armor skill that allows you to mix heavy and light without penalty (but with bonus' to neither as well)

Boats. Even just rowboats or canoes. Something my character can climb in, grab and oar, and paddle across a lake or down a river. But, larger ships would rock.

More diverse styles of creature attacks. Wolves should attack in packs, circle, jump in to bight and back away. Mountain lions should ambush quickly and alone, latching on to you until killed or wounded enough to run.
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ILy- Forver
 
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Post » Sat May 28, 2011 6:04 am

not sure if this is the right place but...

COLLECTOR'S EDITION VERSION

i really hope and am sure there will be a TESV GotY edition, but what about the elite collector's edition

i really would love Bethesda to go against the grain and have it in a Big Box, old school, say before when PC games came out in just a DVD style box... if you are old, like myself you'll remember stuff like http://4.bp.blogspot.com/_BDCqpuwRnf4/SQ84HXth9nI/AAAAAAAADTM/niLjowL3MXg/s400/Fallout+1997+2.JPG

with like an big colour book of user photos of the beautiful landscape of Nirn, with some interesting Journals to give some good reading

a custom version of the two books, rolled into one, this version would shortened and appear as bonus ingame content as a Book and a paperback version in the box

maybe a double sided map, 1 side the normal version (what everyone gets) and the other, a special Alchemy version, but with rare stuff fading out

of course A Septim

and to be safe, a DVD bonus disc containing a making of Video and some additional testing footage, briefings and meetings!

phew


Aye, and give me a glass arrowhead and maybe a daedric dagger or a daedric amulet would be nice, something that makes you feel like you've really got a part of the TES world with you when you open the pack.

Stephen.
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Adam
 
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Post » Sat May 28, 2011 5:13 am

I'd like to see the ability to slowly raise a horse, or whatever rideable creature is in TESV, from a baby to an advlt. Hear me out. In Oblivion, horses were like cheap cars. If your horse got killed, you might feel bad for a minute, but you could go to one of the many stables in Cyrodiil and get one that looked exactly like your previous horse, and because all horses have the same AI, in a few minutes it would be like you never even lost your old horse. There was no way to bond with your horse unless you really tried to. Remember in Ocarina of Time, where you saw Epona as a child and was able to befriend her by playing your Ocarina, and when you became an advlt you could save her from her cruel master and ride off with her? That kind of experience makes the player form a strong emotional attachment with the chunk of polygons they're riding. You really cared what happened to Epona because she felt like a main character, despite just being a mode of transportation.

So this is what I suggest. Lets assume we'll be riding horses in TESV. The player will have the option to purchase either a fully grown horse, or a colt/foal, which they can name of course. The player has to safely get her to the location he/she calls home, and make sure she's protected (i.e. not 20 feet from an enemy spawn point). Every day, the player has to come and give the horse some food and either bring it to a water source or bring it water, or it will starve to death. If the horse is kept outside, it should be in danger of getting attacked, or being stolen. Every in-game week that passes the horse grows slightly bigger, and in a few months time it's become a fully grown, rideable advlt. Yes, in real life it takes longer than that, but most players aren't going to wait more than an in-game year for it to grow up. Then, when it's an advlt, most players will care MUCH more about the horse than they would if they had just bought it as an advlt.

I would love to see this added to the game, it would really help add immersion I think. I like it so much so that if it doesn't get in I may just make a mod for it (I call dibs :P)
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Leanne Molloy
 
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Post » Sat May 28, 2011 9:55 am

SIDE QUESTS:
Randomly generated NPCs can now task you with 'stock' side quests based on several base mission types (which arguably was the case in Oblivion...) Because these missions indefinitely respawn, many of them have time limits to make them interesting, and require the player to either accept or turn them down there and then. Once the mission is complete, you receive your money and the contact vanishes into the ether. This represents a steady source of income for an adventurer.

Examples:
Heirloom: Imperial Darius Flavonius approaches you in the street. He says he was recently burgled, and a precious family heirloom that has been with his family for generations was stolen. He then passes you some parchment with the details of the item, the potential time limit you have and its possible wherabouts, all randomly generated.

So when you read the scroll, it might say, “The heirloom is a STEEL briastPLATE. I understand the bandits who stole it are currently holed up in DEWROT CAVE. I have marked its general location on your map. It is my understanding they plan to move to another hideout soon, so I must ask you to retrive it within THREE DAYS, or I fear it may be lost to me. I will reward you with 500 SEPTIMS upon completion of this task, 100 now and 400 when you retrive it. I will be staying at the FOAMING TANKARD, so meet me there and I will pay you the rest. Good luck, Darius Flavonius.”

It is important for spoken lines in all stock quests to be vague as to the mission particulars, leaving this to written scrolls which can be easily randomised. Failing to complete retrieval style tasks will damage your reputation as an adventurer, but successfully retrieving the item will raise your stock amongst the population and you will recieve more offers in future.

Rescue hostage: Similar to the heirloom quest, but you must rescue a hostage and successfully lead them out of the cave.

Assassination: In the task letter, Dunmer Nethyn Llothri has stated why she wants Virvyn Farothran dead, “He murdered my sister”, “He knows too much and could be dangerous to House Hlaalu”, “I've always hated his guts.” or some other randomly generated reason. The assassination quest can have certain stipulations, such as a time limit before the target leaves the city, if you should remain unseen, if he has bodyguards, if you should do it with a certain weapon or poison (as to send out a message). These missions usually take place within civilisation and require discretion on the part of the assassin.
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benjamin corsini
 
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Post » Sat May 28, 2011 12:56 am

I'd like to see the ability to slowly raise a horse, or whatever rideable creature is in TESV, from a baby to an advlt. Hear me out. In Oblivion, horses were like cheap cars. If your horse got killed, you might feel bad for a minute, but you could go to one of the many stables in Cyrodiil and get one that looked exactly like your previous horse, and because all horses have the same AI, in a few minutes it would be like you never even lost your old horse. There was no way to bond with your horse unless you really tried to. Remember in Ocarina of Time, where you saw Epona as a child and was able to befriend her by playing your Ocarina, and when you became an advlt you could save her from her cruel master and ride off with her? That kind of experience makes the player form a strong emotional attachment with the chunk of polygons they're riding. You really cared what happened to Epona because she felt like a main character, despite just being a mode of transportation.

So this is what I suggest. Lets assume we'll be riding horses in TESV. The player will have the option to purchase either a fully grown horse, or a colt/foal, which they can name of course. The player has to safely get her to the location he/she calls home, and make sure she's protected (i.e. not 20 feet from an enemy spawn point). Every day, the player has to come and give the horse some food and either bring it to a water source or bring it water, or it will starve to death. If the horse is kept outside, it should be in danger of getting attacked, or being stolen. Every in-game week that passes the horse grows slightly bigger, and in a few months time it's become a fully grown, rideable advlt. Yes, in real life it takes longer than that, but most players aren't going to wait more than an in-game year for it to grow up. Then, when it's an advlt, most players will care MUCH more about the horse than they would if they had just bought it as an advlt.

I would love to see this added to the game, it would really help add immersion I think. I like it so much so that if it doesn't get in I may just make a mod for it (I call dibs :P)


Suppose that instead of a horse we used a mammoth or even a werewolf as a mode of transport.. (for skyrim) or one of those big kajiit cats in elswyr, or a cliff racer. I like your idea and think it would work well, however I would just like to see some other mode of transport, horses are in every medieval fantasy game, why not be a little off center?

Stephen.
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Amber Hubbard
 
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Post » Sat May 28, 2011 12:37 am

Suppose that instead of a horse we used a mammoth or even a werewolf as a mode of transport.. (for skyrim) or one of those big kajiit cats in elswyr, or a cliff racer. I like your idea and think it would work well, however I would just like to see some other mode of transport, horses are in every medieval fantasy game, why not be a little off center?

Stephen.

Agreed. I want fantasy creatures in my fantasy game. :P
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Bloomer
 
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Post » Sat May 28, 2011 6:24 am

I feel like a werewolf would be somewhat uncooperative as a mount, and only viable for a few nights out of the month.

Mammoths or elephants as part of a caravan would be cool, some types of camels, giant Eslweyr cats as you said, guar.
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Harry Leon
 
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Post » Sat May 28, 2011 7:21 am

I'd like to see the ability to slowly raise a horse, or whatever rideable creature is in TESV, from a baby to an advlt. Hear me out. In Oblivion, horses were like cheap cars. If your horse got killed, you might feel bad for a minute, but you could go to one of the many stables in Cyrodiil and get one that looked exactly like your previous horse, and because all horses have the same AI, in a few minutes it would be like you never even lost your old horse. There was no way to bond with your horse unless you really tried to. Remember in Ocarina of Time, where you saw Epona as a child and was able to befriend her by playing your Ocarina, and when you became an advlt you could save her from her cruel master and ride off with her? That kind of experience makes the player form a strong emotional attachment with the chunk of polygons they're riding. You really cared what happened to Epona because she felt like a main character, despite just being a mode of transportation.

So this is what I suggest. Lets assume we'll be riding horses in TESV. The player will have the option to purchase either a fully grown horse, or a colt/foal, which they can name of course. The player has to safely get her to the location he/she calls home, and make sure she's protected (i.e. not 20 feet from an enemy spawn point). Every day, the player has to come and give the horse some food and either bring it to a water source or bring it water, or it will starve to death. If the horse is kept outside, it should be in danger of getting attacked, or being stolen. Every in-game week that passes the horse grows slightly bigger, and in a few months time it's become a fully grown, rideable advlt. Yes, in real life it takes longer than that, but most players aren't going to wait more than an in-game year for it to grow up. Then, when it's an advlt, most players will care MUCH more about the horse than they would if they had just bought it as an advlt.

I would love to see this added to the game, it would really help add immersion I think. I like it so much so that if it doesn't get in I may just make a mod for it (I call dibs :P)

I completely agree.
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TASTY TRACY
 
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Post » Sat May 28, 2011 12:49 am

I would like to see the world do something for a change. Maybe the dark brotherhood takes you as a threat and sends someone out to assassinate you. It would be awesome to wake up and see 5 assassins unsheathing their daggers! Also once in a while, you see a thieves guild member stalk through the night into someone's house. Or maybe into your house, where you can call for the guards or kill him yourself!
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Jack
 
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Post » Sat May 28, 2011 9:15 am

not sure if this is the right place but...

COLLECTOR'S EDITION VERSION
and to be safe, a DVD bonus disc containing a making of Video and some additional testing footage, briefings and meetings!

phew

YES! (to the entire thread, not just what was included in my reply)
Have one for Xbox 360, too, please!

HUD/GUI
I want more stylized and artistic GUIs. I just played Daemonica, and I really liked the artistic HUD elements.

Potion Making:
The potion making in Daemonica was rather interesting, in that some recipes require differing amounts of ingredients. For instance, a mild healing potion requires two of ingredient A and two of ingredient B, whereas a more powerful healing potion required three of ingredient A and three of ingredient B. Clicking on the ingredient indicates how many you want to use in the potion making process. Something similar in TES might add a new layer of complexity, depth, and richness to alchemy. At the moment. Alchemy and potion making in TES is rather simplistic: gather the ingredient and combine it with another in a 1:1 ratio, and alchemy skill rank determines potency.

These seem like cool ideas. I like.

I completely agree.

As do I (about the raising animal stuff)

I think the archery cross-hair should be a circular reticule, like in Tom Clancy games. Your shot will land anywhere inside the circle. The more you move, the wider the circle grows. The higher your skill, the smaller the circle becomes. Point is, if you have a medium sized circle, you wouldn't want to aim for the head at a distance, you'd aim for the center of mass. Otherwise you'd just miss.

Boats. Even just rowboats or canoes. Something my character can climb in, grab and oar, and paddle across a lake or down a river. But, larger ships would rock.

More diverse styles of creature attacks. Wolves should attack in packs, circle, jump in to bight and back away. Mountain lions should ambush quickly and alone, latching on to you until killed or wounded enough to run.

YES!
Earlier, I was thinking of something like your aiming idea.
Maybe even gain accuracy as your marksmen increases.

I would like to see the world do something for a change. Maybe the dark brotherhood takes you as a threat and sends someone out to assassinate you. It would be awesome to wake up and see 5 assassins unsheathing their daggers! Also once in a while, you see a thieves guild member stalk through the night into someone's house. Or maybe into your house, where you can call for the guards or kill him yourself!

YES! Like when you download Tribunal!
It always scares the poop out of me when they get me in my sleep!
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Ricky Rayner
 
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Post » Fri May 27, 2011 8:40 pm

I think the archery cross-hair should be a circular reticule, like in Tom Clancy games. Your shot will land anywhere inside the circle. The more you move, the wider the circle grows. The higher your skill, the smaller the circle becomes. Point is, if you have a medium sized circle, you wouldn't want to aim for the head at a distance, you'd aim for the center of mass. Otherwise you'd just miss.

Climbing. Done in Daggerfall, opens the game up in so many ways.

More uses for Speechcraft.

More diverse styles of creature attacks. Wolves should attack in packs, circle, jump in to bight and back away. Mountain lions should ambush quickly and alone, latching on to you until killed or wounded enough to run.

Yes, yes, yes! :thumbsup: I love the archery reticule thing idea! That's brilliant. :nod:

Climbing would be fantastic, too. Just image the possibilities! You could scale the sides of houses, climb down ravines and get to loot, climb up cliffs to reach hidden treasure...

Definitely more creature attacks, just as you described. Creature AI needs to be greatly improved. You could also apply those styles to NPCs - a gang of bandits would circle a victim (like wolves would), and a lone highwayman would ambush.

I would like to see the world do something for a change. Maybe the dark brotherhood takes you as a threat and sends someone out to assassinate you. It would be awesome to wake up and see 5 assassins unsheathing their daggers! Also once in a while, you see a thieves guild member stalk through the night into someone's house. Or maybe into your house, where you can call for the guards or kill him yourself!

YES!!! I want to see NPC doing stuff, not just me. Why am I the only thief out at night breaking into homes? Why am I the only assassin? Why am I the only mercenary clearing out a goblin cave? Why am I the only Temple member escorting pilgrims? And so on and so forth. NPC schedules is a nice start, but they need to do more! My character shouldn't be the only one interacting with NPCs and the world.
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Antonio Gigliotta
 
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Post » Sat May 28, 2011 2:09 am

Woah this just like poped into my brain.
what if... there was a quest where you go in a time machine
into like the super future before everything went BOOM in fallout 3
and you had to do a quest to go get an object. lol idk i havnt worked out all the kinks (cuz' i just thought of it)
but it would be really cool hahaha.
DRAGONS. i want to fight one.
i want the magic spells to not look like colored balls of gas. but like actual elements.
people should cough and sneeze when thier sick (little, but would be cool)
ageing. i want my guy to age old. which then i would like the ingame time to go slower
cuz it reminds me of zelda for n64 where its day time for like 2 min in real time.
i think it would be cool to have the map like on morrowind so you dont know where ANYTHING is. makes it more interesting and you need to explore. which leads me to say the morrowind travel would be cooler. and then being able to wear as much stuff as you want like on morrowind. (ie a robe AND armor)
duel weilding<on oblivion i liekd you could do backflips. on tes5 that would be awesome to run up walls hahaha (another just now thought)
more voice actors would be cool. it doesnt reallly bother me, but then everyone else wouldnt wine about it.
also a longer main quest. and more sub-longer? main quests like in the guilds but ones that have nothing to do with the guild.
i want a pirate quest to go plunder other ships. that would be cool (thought) the ships ACTUALLY in the ocean and not just docked like in anvil. They should as well keep the glitches and what not in the game. if and TES was super duper polished. it would take away a lot of fun. and a lot to laugh about. i mean, who doesnt like to see a body get stuck in a door and twitch like crazy, orrrr you guy get hit and fly ALL around a room like a human pinball. n_n
just random ideas. i could go on for hours but i shouldnt hahaha
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Haley Merkley
 
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Post » Sat May 28, 2011 6:27 am

I know the word g*ns will get you killed here, but hear me out a second.
How about a g*n Easter egg? It dosn't work, Is just there and has no backstory.
Not a pistol or anything, just a flintock.
In the bottom of the hardest dungeon, on a table. Just there.
Surrounded by treasure
Cool, init?
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LADONA
 
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Post » Fri May 27, 2011 10:35 pm

All the werewolf talk got me onto this-more creepy dreams. Preferably as cut scenes, like in Bloodmoon. And have dreams for things other than being a vampire (and some more vampire dreams would be nice, especially if they're cut scenes instead of text you just click though) like stuff during quest lines.
Example using an Oblivion quest:
First time you sleep after Necromancer's Amulet you see a group of necromancers standing in a half circle, facing a leader. One of the necromancers says that they have lost contact with Caranya. The leader says that he will find out what will happen, and summons smoke which forms to show a figure removing an amulet from her corpse. You character wakes up just as a necromancer is about to stab you.
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Ruben Bernal
 
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Post » Sat May 28, 2011 9:19 am

Since I posted my magic post in the last thread...

The Monstrous Transformations Post

These are all my ideas for the various kinds of monsters that the game ought to let you become (vampires, werewolves, and so on), I’ll update this whenever something new occurs to me.

What Transformations?

At minimum, TESV needs to have vampires and werewolves. Beyond that, it would be good to see different clans of vampires, other kinds of lycanthropes, and maybe even liches.

Vampires

How Do You Become One?

As with the previous games, if you are attacked by a vampire, there’s a chance of contracting Porphyric Hemophilia. If you don’t cure it in three days, you wake up as a vampire. There may also be some friendly vampires who may be willing to infect you at the asking.

Progression

There ought to be some sort of progression to the abilities that you get from any of these transformations. For vampires, progression comes from getting more and more powers the longer they’ve been a vampire; in a sense, vampires become more and more monstrous and less human over time. The rate at which they gain new powers could be dependant on either how many days they’ve been a vampire, or by how many times they’ve fed on blood.

Initial Powers

When they first change, the vampire’s appearance changes slightly: their teeth elongate, they become paler, their eyes become red, and their faces become slightly thinner and predatory. The longer they go without feeding, the more pronounced all these features become, causing people to first stop socializing with you, and eventually to attack you or run away, as your true nature becomes obvious.

Vampires get the ability (and the requirement) to feed on the blood of humans, elves, or the beast races. They can feed on the very recently dead (so they can kill a bandit, and immediately feed upon them, for example), or on someone who’s sleeping; however, feeding on a sleeper carries the risk of your not keeping control, and killing them; the chance of killing the person the vampire is feeding on is dependent on a mix of how long you’ve been a vampire, how many days it’s been sense last feeding, and your willpower. The longer you go without feeding, the more your appearance degenerates, making it obvious you’re a vampire, and the more of your powers you lose. Some powers you’ll lose if you go even one day without feeding, while others will persist for several days.

The other beginning vampire abilities:

-resistance to normal weapons
-weakness to silver and fire
-heavy damage from the sun (reduced by things such as cloud cover and covering your skin)
-no longer breathes, making vampires immune to drowning and poison gas.
-small bonus to strength, larger ones to speed, agility, and personality.
-gains a natural health regeneration. However, it doesn’t heal damage from silver, fire, or sunlight.

Other Powers

As vampires progress, they get access to more powers. This list isn’t in any particular order:

-Hunter’s Sight: nighteye and detect life.
-Charm
-Predator’s Pounce: a super jump
-Preternatural Speed: lets the vampire move a high speed.
-Daywalking: allows the vampire to walk in the sunlight for a brief duration.

Clans

TESV should bring back the idea of multiple vampire clans, each with its own unique powers (and in some cases, physical changes). To go beyond what the previous games had, these clans also ought to have a clear theme to them (Daggerfall’s vampires were just normal vampires with one extra random ability attached to them, while Morrowind’s vampires were just another repetition of the whole fighter/mage/thief thing).

Skyrim is the location that’s the most hinted at for TESV’s setting, so I’ve tried to come up with clan ideas for there, with the idea being that each clan of vampires would be suited for hunting in a specific type of territory. Here’s what I’ve come up with:

-Volkihar: This clan is an official one from the lore. These are vampires that lair in frozen lakes and rivers. Their abilities include being able to swim incredibly fast, a touch-ranged frost attack, and the ability to phase directly through sheets of ice covering bodies of water.

-‘Forest Vampires’: savage types dwelling in the forests of Skyrim. Attacks by this clan are often mistaken for werewolf attacks, as their powers include the ability to shapeshift their hands into vicious claws, as well as a link to wolves that allows them to make wolves their servants.

-‘Mountain Vampires’: a winged clan of vampires that lair on the high mountain peaks, to swoop down on the villages below to feed. These vampires, when they change, sprout a pair of large, bat-like wings (which need to be concealed by a cloak to go out among people without them marking you as a vampire), as well as the ability to climb up nearly any surface with ease (useful when in a space that’s too cramped for wings).

Lycanthropes

Becoming One

Just as with vampires, you become a Lycanthrope if you are attacked by one and contract Sanies Lupinus (or Sanies Ursinus, or whatever, depending on the animal). Wait three days, and you become one.

Progression

Basically the opposite of vampires. Vampires progress, basically, by becoming more and more of a monster; while lycanthropes progress by regaining more and more of their former humanity. Gaining control over their transformation is the cornerstone of lycanthropes’ progression. Their progression should be determined by how long they’ve been a lycanthrope.

Initial Powers

When they first become one, lycanthropes are forced to change every night. When they change, they must kill at least one NPC (bandits and the like count for this), or they take a heavy blow to their health. Also, whenever the transformed lycanthrope comes within melee range of a creature, there is a chance that they will lash out automatically at it, without any player input.

Other beginning lycanthrope abilities:

-Resistance to normal weapons, but major weakness to silver (only when transformed)
-Bonus to strength and endurance, which increases when transformed
-Animal Senses: using enhanced senses to track creatures when transformed. A creature’s scent appears as a colored mist wreathing the creature, and marking the areas the creature has been recently. The color denotes the broad category the creature falls under (for instance, one color for grazers like deer or sheep, another for predators, a third for humanoids, and a fourth for monstrous humanoids, like ogres and trolls).
-like vampires, gains health regeneration, but doesn’t heal damage from silver.

Other Powers

Lycanthropes don’t get as many new powers as vampires do as they progress. Instead, they get more control over their condition:

-They are forced to transform less often. The transforming every night only lasts a fairly short while, until the disease fully settles on them; then forced transformation only happens twice a month, when one of Nirn’s two moons are full. Eventually, they get even more control, and only have to transform when the larger of the two moons is full.
-They stop involuntarily lashing out at nearby creatures.
-They get the ability to voluntarily transform, at first only once a day, but the amount gradually increases until they can transform back and forth as often as they want. During voluntary transformations, lycanthropes aren’t required to kill an NPC, only during the forced ones.

Lycanthropes also eventually get the following ability:

Full Transformation: the lycanthrope changes form into a full animal, rather than the usual man-beast form. This form gives less than the usual stat bonuses, but moves faster, has greater range on its animal senses, and allows the lycanthrope to be perceived by all other creatures as just being a normal animal, with whatever reaction is appropriate.

Packs

Thankfully, unlike vampires, there’s more complete info on the different types of Lycanthropes. Obviously, if TESV only deals with one province, only two (three at the outside) will appear, but I’ll present them all. So, here’s the complete list:

-Werewolves: exist everywhere in Tamriel. On top of the base lycanthrope bonuses, werewolves also get a bonus to speed, and get nighteye as a free ability when transformed.

-Werebears: native to Skyrim. They get an even bigger bonus to endurance, and resistance to cold when transformed.

-Werelions: native to Elsweyr and Cyrodiil. They get a bonus to agility, and nighteye when transformed.

-Werecrocs: native to Black Marsh and Morrowind. Get swiftswimming, increased lung capacity (although not full-on waterbreathing), and an armor bonus from the scales, all only when transformed.

-Wereboars: native to Hammerfell and High Rock. Gets an additional bonus to strength.

-Werevulture: native to Valenwood. Gains the ability to fly when transformed.

-Weresharks: reputed to live along all coastlines. Gains swiftswim and waterbreathing when transformed, but will also find their land speed drastically reduced, and begin to suffocate when out of water.

Liches

Becoming One

No accidental infection here. Achieving lichdom requires performing a complicated ritual on yourself, requiring a phylactery, rare ingredients, and a heavy dose of necromancy. Learning the ritual can be accomplished two ways: first, achieving a high rank in a Necromancer Guild (in fact, becoming a lich could be a requirement to reaching the highest ranks in such a guild), or second, by finding a book that explains the ritual (although the book should be exceedingly rare, and found at the bottom of a few difficult dungeons).

Progression

I’m actually inclined to not give liches any progression, and just give them all their powers at once. The journey to become a lich ought to be long and difficult, so it seems fair to reward them with the whole shebang. Besides, I’m having a hell of a time coming up with a decent progression system for them.

Powers

When they changes themselves, liches become undead in appearance: their muscles atrophy, and their skin becomes dried out and tight, basically looking like a mummified corpse. As undead, they no longer have to breathe, and they gain a resistance to normal weapons, but gain a hefty penalty to fire. The transformation also gives a bonus to intelligence and willpower. They also get the following abilities:

-Guise of the Living: this lets the lich change their appearance to appear as though they’re still alive. Maintaining this appearance is taxing, though, and while doing it the lich stops regenerating his magicka.
-Turn Undead: liches are the lords of the undead, and all other undead know it, at least on some level. Liches get an incredibly powerful turn undead spell that will send all but the most powerful of undead running for the hills.
-Bonus to Necromancy Summoning Durations: all summoned or reanimated undead pets have their base duration increased by 50%.

-Phylactery: (note: I’m well aware of the lore from Oblivion that contradicts what I’m about to say, but if they can change Cyrodiil from a jungle into what it was in Oblivion, then they can disregard a small little piece of lore, in the name of an engaging game mechanic). This is the big ability of liches. The ritual to create a lich binds their soul to an object called a phylactery; as long as the phylactery exists, the lich can use it to cheat death. Liches get a once-per-day ability where, if the ability is active on the lich when someone lands a killing blow on them, will let the lich avoid dying. Instead of being killed, the lich will be instantly teleported to wherever they left their phylactery, with one hit point left. If the phylactery is on their person, they don’t teleport anywhere, they just get to survive that last hit.
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cheryl wright
 
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