Great stuff. I especially like the ideas of playable pasts reminds me a bit of the FO3 introduction sequence, only more personal because you get to choose key events rather than be forced into them. That would also allow a lot more potential for multiple unique characters (not that the game won't already have plenty of cause for that). And I like the idea of different beginnings as well. An Imperial Nobleman could wake up from his dream in a plush suite, only to find that something has gone wrong in his house/neighborhood. An Argonian slave could wake up to his friend arousing him in reminder that their escape attempt is about to begin. A Nord drunkard could wake up from a particularly "good" night to find local law enforcement complaining about his behavior. etc, etc.
It's been a while since I've posted here, but I managed to dig up my old [uncompleted] list of ideas. Since it's summer, I plan on playing a good deal of TES in the coming months, and hopefully hearing some news about the next game. In the meantime, here is my outdated and unfinished list of suggestions...
TES V Ideas and Suggestions-- By D4rk 0ne --Table of Contents- Variety
- Weapons
- Armor
- Housing
- Environments
- Books
- Tasks
- Locales (Sprawling Castles, etc.)
- Quests
- Guilds
- Shops (Competition, Supply and Demand, etc.)
- Immersion
- Weather
- Environments
- Decision-Making
- Emotions
- Diseases
- Revamped Money System
- Random Encounters
- Dynamic World
- Customization
- Real Estate
- Body Types
- Races and Their Relationship with Abilities
- Spellbooks
- Weapons, Armor, Clothing, etc.
- Tattoos
- Facial hair
- Landscapes
- Realism
- Variety
- Weather
- Anomalies
- Transport
- SINGLE CELL
- Animations
- Jumping
- Climbing
- Spells
- Sneak attacks
- Balance
- Reactions to Environment
- Perception and Interaction
- AI
- Fame/Infamy
- Recognition
- Bounty
- Disguises
- Outfits
- Rewards & Questing
- Variety
- Fair pay
- Consequences
- Skills & Attributes
- Changes, Additions, Revisions & Observations (levitate, mark/recall, push, realistic combat, H2H changes, etc.)
- Guilds & Factions
- Changes, Additions, Revisions & Observations
_________________________________________________________________Section 1 ~ VarietyPerhaps the most essential component of TESV in my eyes should be
variety. Most of the knocks against Oblivion come from the loss of variety from Morrowind, in some form or another. In this section I will discuss different aspects of the game that require some work in terms of variety.
1.1 -- WeaponsFirstly, variety needs to be established in terms of weapon types. In melee combat, beyond just swords, daggers, axes, and maces, we need scimitars, flails, small hammers, scythes, pikes, halberds, katanas, spears, and any other prominent types of melee weapons. In ranged combat, there is a serious need for diversification outside of bows and arrows: bring back throwing knives and stars, and also crossbows and javelins. Maybe even a sling-like weapon for hurling projectiles at enemies.
Also, we should be able to improvise. Why not use a rake or shovel as a weapon (or a makeshift shield against a sudden attack)? Regular kitchen knives should be usable as weapons in a pinch, and we should be able to throw small objects at enemies for a small bit of damage or at least a distraction.
Also, there needs to be a wider variety of unique weapons. There was a pretty good selection of powerful unique blades, but not much else. Firstly, unique weapons should be truly unique, not only in strength or enchantment but also in appearance. How cool would you look carrying a flaming sword, a scythe made out of enchanted ice, or rare throwing stars that explode on impact? Make the special weapons truly special; make those legendary artifacts feel sacred. At the same time though, establish a balance. Give people a reason to stray from using blades as the primary weapon type. Maybe create a lightweight and speedy blunt weapon with an attractive enchantment, and to get it one must go through some daunting ruin and defeat an ancient Lich or something.
In short, make it so that if someone took a random test sample of TESV players, there would be an even spread of the weapons being used; no one or two weapons would be favored like Goldbrand and Umbra were in Oblivion.
1.2 -- ArmorIn Oblivion, once you hit level 25 or so, you're pretty much relegated to either Daedric (heavy) or Glass (light) armor. Nothing else compares (except perhaps a random, eclectic mixture of unique/enchanted armor pieces). I understand that the "standard" armor types are structurally different, with Glass and Daedric being specifically stronger than the others by definition, and that this is part of the lore, and I don't want to change that. I think, however, that there should be some more
unique armor types that offer different incentives to wearers, to help stray people away from those "natural choices" of Glass/Daedric.
I am a guy who likes to look clean and trim, so I don't mix and match armors if I can help it -- it looks cluttered and messy. I don't think I am alone on this matter, and honestly if you look at real knights, their armor would be made in matching sets rather than random, mismatched pieces. Therefore I think there should be a greater focus on unique armor sets in TESV. Make Daedric rare like it was in Morrowind. Create a few other unique sets (a la the Brusef Amelion armor in Oblivion ... only actually useful -- so more like the Morag Tong armor).
Make it so any player type has several relatively equal options to choose from when it comes to armor. Assassins should have an eastern "ninja" type of armor, an assassins faction armor such as Morag Tong, a Dark Brotherhood suit of course, and maybe some other unique set (e.g. something that belongs to a notorious independent assassin, only obtainable by killing him or breaking into his lair).
Mages should have several different robes to choose from, and robes should offer different advantages and disadvantages rather than simply looking good. Robes should be able to carry stronger enchantments than armor since they are magical in nature. Also they should be extremely lightweight -- significantly more so than light armor and even standard clothing -- and never impede movement or action. Certain special robe sets should also carry other special unique benefits, such as boosting intelligence naturally or increasing the rate of magicka restoration.
There should also be some higher defensive options for archers, since they're really only relegated to either leather, assassin garb, or light armor ill-befitting of their natural character. If you are a woodsman, you're not going to wear glass armor and you're probably not going to wear a Dark Brotherhood cloak either, but the current Leather armor is just too weak for a high-leveled archer. There should be a couple of high-level, ultra light armors designed for ranged characters (in terms of appearance and functionality -- i.e. they should boost Marksman or make beasts less concerned by your presence or something).
Overall there needs to be a greater variety of armors to choose from, so that high leveled characters aren't always forced into choosing the same sets. There should be balance between different sets of armor, with each unique set offering different pros and cons. This way, each player will be able to choose a different set of armor without sacrificing defensive strength.
1.3 -- HousingBeing able to own a house is a very useful commodity in the TES universe, but there are a lot of ways the system could be improved.
(to be continued)