Time to continue my hyper-long ramblings about new mechanics:
Last time: Discussions about combat in TES and how it can be tweaked to be more intense, more based on skill and control rather than chance. Discussion about how the atmosphere should be done in an exotic way, so as to perhaps spark some interest.... And re-expansion of weapon varieties to include throwing weapons, crossbows, and polearms again. Now then...
MagicPersonally, I never used magic or pure-magic users for that matter; having to give up large health reserves I'd get by being a Nord or Redguard seemed to be a poor choice against simply having high intelligence or wisdom scores by being Breton or High Elf. Though, I'm pretty sure when you begin to get really high up in level, and learn how to do things like summon bound equipment, throw gigantic fireballs, and paralyze enemies within a 30 feet radius of yourself for 15 seconds, then the magic users begin to really shine through as superior... Of course, I wouldn't really know; creating spells that have these effects that worked for a sufficiently long period of time seems like it would cost a LOT of money. But anyway...
Before I start my real mantra here, I just want to say that the casting mechanism in Oblivion is quite good; it allows you to cast spells quickly while also keeping your fine weapon out. It's very good for cases where you're going to be defending with magic or some similar case, such as casting a light spell. However, to me, it seems a bit awkward when using spells as attack; you usually use the mouse button to do most of your attacks, yes? To alleviate this, I believe it should be possible to fit a spell into your 'weapon slot' by dragging and dropping it. Thus, on your HUD swatch, instead of showing a spell and a weapon, two spells would be there; one that could be readied by clicking, and another that is cast by tapping R. For pure mages that use nothing but magic, this would serve them quite well in terms of control. This idea also plays into the 2nd part of the discussion:
Like weapons and fighting, Magic needs to get some variety. Not total revolution like close-combat, though. Just some new additions, much like the ideas I suggested for ranged weapons, with the introduction of some weapons with different firing arcs and mechanisms; some click-and-charge (thrown and bow), others just click and fire (crossbow), and still others were rapid-fire (repeating crossbow). This same sort of variety would be brought to magic in this manner:
Casting mechanisms:
Normal - You just click and your spell is cast.
Hold constant - Hold down on the mouse or 'R' and the spell will be cast constantly. Magnitude will become a figure of '# per second', so, there could be a self-heal spell with the 'Hold Constant' mechanism that healed 8 health per second, and holding down R for 1 second would heal... Obviously, 8 damage. For ranged spells, there's some special visual effects that occur with this casting type.
Hold charge - Holding down on the mouse or 'R' will instead charge up the spell to be released at a certain level of magnitude. Choosing this mechanism severely reduces the cost of your spell, since it takes longer to cast. The hold charge mechanism only really comes in handy for spells that have a magnitude range, since a fully charged spell will always do a full-magnitude effect. An extra setting for the Hold Charge mechanism is a setting that determines how long it takes to fully charge up a spell.
Spell range types:
Self - Cast the spell on yourself, or in a radius around yourself.
Touch - Touch the enemy with a melee-ranged spell.
Straight Projectile - What's already in place for the 'Target' range type. It fires a straight-flying projectile, enough said. For a 'Hold constant' mechanism, Projectiles do not have the '# per second' figure; having the Hold constant mechanism for a projectile instead throws out a stream of projectiles at the enemy, obviously.
Arc Projectile - Same as the above, except that the projectile is affected by gravity. This reduces the cost of the spell quite a bit, and actually creates a sort of grenade effect. In conjunction with Hold Charge mechanism, a higher charge will actually result in the projectile flying further.
Direct - This is the most expensive range type; it's the same as a straight projectile, except that there's no visible projectile; the spell travels so fast, that it just instantly hits whatever it's aimed at. Ideal for sniping spells, since a spell of this type is usually going to have a high magicka cost and you'll probably need time to recover magicka. When used with the Hold Constant cast type, this range type actually produces a big beam of magic!
New setting:
Accuracy - Only present on the projectile attack types. Normally, this is set to 100%, meaning that fired spells will always be spot-on to your crosshair. Accuracy of 0% means that a projectile will fly out of a random position on your visible range. With the advent of the Hold Constant cast type, a pretty cost-effective spray spell can be created by lowering accuracy.
New spell types:
Destruction:
- Knockback - This is a fairly cheap destruction spell type; this simply causes an enemy to move backwards when hit. They don't get knocked down, they just sort of budge backwards. The projectile form of this spell looks sort of like a visualization of a gust of wind. Magnitude, obviously, effects how far an enemy moves backwards. This never can have an Over Time effect.
- Knockdown - This one is similar to knockback, except that it also turns whomever it hits into a ragdoll, thus knocking them to the ground. It's obviously more expensive. In this case, a higher magnitude will actually cause whomever it hits to stay down longer.
- Stun - This causes an enemy to enter a daze when hit. There is duration on this spell type, but no magnitude.
Restoration:
- Resist Knockback
- Resist Knockdown
- Resist Stun
(Not only do these spells resist the corresponding Destruction spells, but they also will help resist the same effects that are caused by various combat attacks.)
Alteration:
- Flight/Jump/Slowfall - Bring it back! Especially if enclosed walled cities aren't going to be used, then this should definitely make some sort of return.
Mysticism:
- Time Warp - When cast, this slows down time to a degree from 0 to 100; 100 will completely stop time, allowing you to effectively walk out of the way of danger. It's very useful in many situations, but is also exuberantly expensive!
- Time Slow - Similar to Time Warp, except that it also slows you down. This is a bit cheaper, and creates a sort of 'bullet time' effect.
Illusion:
- Insanity - An interesting spell type; when it hits an enemy, it causes them to begin to precieve things that aren't really there, and just generally causes them to behave very strangely. Basically, on an enemy, it can be thought as a compound combo of fear and frenzy spells, and also causes them to do other things, such as fight air, fail to navigate corridors properly, and trip a lot... When it's cast on YOU, however, the reasons as to why become quite apparent; things will begin to happen; vision might get red and wobbly, crowds of enemies might pour out from around corners, rooms might appear to fall apart, you might appear to suddenly die when you cast a random spell, guards might walk up to you and say that you're under arrest when you've done nothing... And after these terrible things happen, time resets to the period before things began to go all wrong, and your adventure continues on...
I think that's it for magics. I'll probably come up with other lovely ideas later on.
StealthOut of all the systems in Oblivion, Stealth was easily the most refined; Sneaking was fun and edgy, easily doable in many cases, since you could actually tell when you were hidden, lockpicking... Was... Doable by every character if they had enough patience... Well, regardless, I felt that stealth worked quite well; for my Combat/Stealth ninja character, it worked very well.
All it needs are a few additions to make it work a bit better:
-Improved AI
This is a given; AI needs to be able to recognize when something might be going wrong, I believe. As it is, I didn't think anyone gave a damn whenever they came across a dead body. Instead, they were too busy mistaking the loud clanks of metal armor as 'the wind' inside unventilated crypts. Nothing against how that was done in Oblivion, mind you; I think characters commentating on your presence while not actually realizing you're there is pretty neat. I'll probably hate myself for saying this, though, but they need to excise more suspicion; after they suspect that there is an intruder, they ought to go over to where the noise was heard, whether it was an incorrect footstep or a pot falling over, and investigate, instead of just stand there and say "who's there!?" (In the case of some more cowardly characters, though, that would be an acceptable course of action.) It would make sneaking a bit harder in some situations, true, but would also make possible to take down single targets as they wander off to investigate without rousing the attention of others.
-Trap skill
In many other games featuring thieves, they usually are also skilled in detecting traps. Traps are quite a new addition in Oblivion, and there should be a way to counter them more specifically without having to always resort to caution for every character. Thus, the Traps skill should be introduced under the stealth section.
This skill does a bit more than what I previously implied; it allows for the easy observation and noticing of traps, but also enables the player to be able to set up their own ones, too, given the proper materials. I don't think a player would be able to set up an elaborate mace trap like those seen in most common dungeons, but they would certainly be able to lay down something like a bear-trap or another simple contraption. One possible trap that would work well in conjunction with other ones pre-set up in the dungeon would be a tar trap; a trap that severely slows down, or immobilizes an enemy over the patch of tar. If set up in the way of, say, a dart trap, this patch of tar could easily be quite fatal. In addition to all that, the trap skill also enables the user to detect traps, which will now glow distinctly so that they stand out to the player.
-Locational Damage
This is actually a bit more general than just stealth, but it does warrant a spot here. For all attacks, a hit to a certain part of the body should warrant different reactions, especially if the hit is powerful enough:
Powerful hit to body - Enemy will stumble backwards, and takes a major blow to endurance.
Legs - Enemy falls over, and will have reduced speed for a few seconds.
Arms - Disabling of blocking or attacking for a while, depending on which arm was hit.
Head - A fairly long stun.
In the case of melee attacks relating to the different body parts, Many of the power attacks that have similar effects as these were created to hit against these body parts. Thus, in some cases, they might only be able to work their effects if they hit that certain body part. A piece of armor on these parts of the bodies will reduce the likelihood of these problems occurring.
Now, as that relates to stealth, these same principles of locational damage apply to ranged weapons. In fact, a sneak ranged attack to the head will result in an even higher damage bonus than if it hit any other part of the body. (If a bolt hits the head, it will do x10 damage rather than, say x5 damage.) In standard, upfront combat, the same bonus actually applies, so guard your head in a ranged battle!
In addition, there are bonuses for going after a certain body part with a melee sneak attack; if you are master of a certain style, a sneak attack aimed toward the head might result in you grabbing your opponent from the back, and slitting their throat. Obviously, an attack like that would be instant death (and it's a good thing that NPC's don't sneak attack you then, eh?)
So, I think that's it for stealth... One last section for me now:
Customization of AppearanceCustomization of how your character looks keeps going up in sophistication, especially from Morrowind to Oblivion. Each of the two does have their advantages; whereas Oblivion allowed you to create your characters' face from scratch, which was a very neat feature, Morrowind had a much better mechanism of allowing players to wear pretty much whatever they wanted in conjunction with other items. For example, Imperial soldiers opted to wear a blue skirt/kilt along with their armor in Morrowind. A person roleplaying a gladiator-like character could easily get a single pauldron and place it on one of his shoulders without having to wear the rest of the armor, and of course, you could wear robes over your armor, which looked quite cool and even proper for a warrior-mage character. This degree of outfit customization, sadly, was mostly devoid from Oblivion.
So, this time around, TESV should see three main expansions in how character customization works:
1. Face Customization
While many would agree that the Face Customization in TESIV is very good, there are some things that I sort of long for. In the case of just the pure Facegen system, I'd really like it if we could use the mouse to sculpt our characters' faces, which is something that's absolutely possible in the TESIV editor, as well as in the actual Facegen program. Mouse control in that sense would make face creation a lot more fluid for players, methinks.
Another part of me, however, tells me that maybe Facegen isn't exactly the way to go; many of the faces of characters in Oblivion looked quite goofy. I guess it could be implied that that's realism for us, but a lot of the finer details of how different races of Tamriel looked seemed to be lost; whereas many of the faces in Morrowind were made specifically for the different character types, with many of the Nordic male forces sporting hefty beards, and even some fancy woad, this totally didn't carry through to Oblivion. Wood Elves seemed to have slender, sharply-defined faces in Morrowind, and also sometimes had solid-black eyes. It was impossible to achieve said eyes in Oblivion without mods, and, while Wood elves did have sharply-defined facial features, the face itself wasn't all that slender, methinks... (Another funny note, I don't think I recall meeting a single female wood elf in the entirety of Oblivion, but that might just be my memory being faulty.) Orcs, Kajhits, and Argonians all have their proper facial features preserved, pretty much, but at a major cost in overall plasticity of the face; many of the options in the facegen's swatch didn't do exactly the right things with the face in terms of the Orcs and Beast races.
What should be done about this? Well, certainly, Facegen introduced a ton of benefits to our face-molding enjoyment, and I overall, think it should be held onto. Being able to right-click mold the face would be a huge boon, as I said earlier, but another good benefit that could be introduced, perhaps, is creating some template faces for each race; 10 for each race, 5 for males, 5 for females. This could not only serve people who are too lazy to create their own faces, but would also provide very good templates on how to make realistic, credible faces for all the other NPC's to be put into TESV. (Randomly-generated Facegen faces seem to always look sort of... Off to me, so I think setting some baseline, well-created templates to base other faces off of would serve well to make the overall cast of TESV look a lot more credible.)
The other big problem I forsee with Facegen is that it is
TERRIBLE with textures. It is so dreadfully easy to just completely screw up the colors of your face into this random mess of unrecognizable colors. The simplest way to alleviate this would be to simplify the color controls of the face to simply skin tone and other subtle tweaks
that work independently from one another. The biggest flaw of the Facegen system, in general, is that everything seems to be supported by another setting, meaning that making very fine tweaks is difficult. With the actual geometry of a face, this is easy to alleviate, especially if click-and-drag settings are enabled in face-modeling. However, it's just so much more difficult with textures, since those obviously can't be 'clicked and dragged'. Thus, the only way I can forsee textures working properly on player models is if you use an entirely different texturing system than the one featured in facegen.
Finally, I think the most important thing to include in TESV would be a slider featured in the actual FaceGen program; the Caricature Slider, which, in TESV, I guess could be called something else, like "Deformity", perhaps. This slider would actively change, depending on how odd your character looks in comparison to a set average person. The slider could be moved to the left to make the character look more standard, and to the right to further accentuate their unusual skin tones and facial features to the point of absurdity. What role would this play in face creation in TESV? Personally, I find it a lot easier to make a caricature of a face rather than something that looks believable in the flesh with tons of slight tweaks. With this slider, it would be easy to make a so-called caricature, and then slide the deformity slider back left a bit to make them look less wild and more like a real person!
Implement these four tweaks, and I think you'll have a nice, solid base for face generation!
2. Body Customization
Aside from the face, I think the body should also be moldable into various other builds than just 'muscular' in the case of men, and 'weird stringy' in the case of women. Believe me, it can be done; it's been done before; done in extremely simplified forms within games like Fable, GTA:San Andreas, The Sims 3, and so on and so forth. The two games that seemed to take the step further into body modification were City of Heroes, which allowed you to control 5 different aspects of your body; Overall Musculature, Chest size, Shoulder width, Waist size, Hip width, and Leg length. For most of the part, that actually worked very well for body forms, and enabled a variety of unique builds that ranged from hulking and huge, from slender and meek, to tall and lanky. The other one I want to bring up is, oddly enough, Tony Hawk Pro Skater 3, I believe. I'm just choosing this game because it was the one I played that had this feature; in the Create-A-Skater function, the body of your character could, again, be modified in shape and form. However, THPS3 took it to a completely new level; everything on the body was modifiable; chest size, shoulder size, biceps, size of the hands and feet, literally everything. I don't entirely remember if anything in THPS3 could do anything as dramatic to the overall build of a character as it did for COH, but regardless, THPS3 had every aspect of a characters' body covered.
Now, this is where TESV comes in for the concept of body forming. The approach for body formation would, generally, be similar to that of FaceGen, with all manner of sliders that modify the shape of the body. I'll see if I can lay down a skeleton of what it should look like:
Overall:
- Muscle - Heavy/Light
- Fat - Heavy/Light
- Limb/Body Ratio - Long/Short
- Body Balance - Top heavy/Bottom heavy
- Skeleton Width - Wide/Thin
- Body Size - Larger/Smaller
- Body/Head Ratio - Larger/Smaller
Upper Torso
- Shoulder Width - Wide/Thin
- Chest size - Large/Small
- Pectoral muscle definition - High/Low
Lower Torso
- Waist size - Wide/Thin
- Gut size - Potbellied/Flat
- Abdomen definition - Sixpack/Smooth
- Hip width - Wide/Thin
- Buttocks - Larger/Smaller
Arms
- Arm length - Long/Short
- Hand size - Big/Small
- Bicep/Tricep balance - Upper/Lower
- Arm width - Big/Small
- Muscle size - Large/Small
- Hand thickness - Meaty/Slender
Legshttp://www.gamesas.com/bgsforums/index.php?
- Leg length - Long/Short
- Foot size - Big/Small
- Thigh/Calf balance - Upper/Lower
- Leg width - Big/Small
- Muscle Size - Large/Small
- Foot thickness - Meaty/Slender
This would certainly solve many of the problems people had having the characters all built the same way beneath the generic X and Y size modifiers that were applied to characters in Morrowind and Oblivion. In fact, if this system was implemented, I'd believe that such modifiers wouldn't need to really be applied; all of it could be determined by preset defaults for body build for each race.
As for texture.. Well, what would you texture onto the body anyway, body hair? I guess you could if you wanted to, but in all honesty, that would be left up to simple decals to be put onto the body for those effects. It's not as if you'll be seeing it all the time, anyway.... Eugh. Let's get out of this section quick.
3. Outfit Customization
- Reintroduce layers.
Here, we return to how equipment was done in Morrowind; you could wear a shirt while wearing a cuirass, a pair of pants with greaves, you could perhaps opt to leave out a pauldron if you didn't have it on hand, and so on and so forth. In Oblivion, such customization chances were sadly gone; armor now came in four major chunks of greaves, body armor, gauntlets, and boots. While that certainly helped people pick out more complete sets of armor much more easily, it didn't do so well for customization, simply because you were unable to combine armor with standard clothing. This was done, mainly because with Oblivion, the body of a character was now all one big entity, instead of divided up into segments like it was in Morrowind. However, the Better Bodies mod introduced a continuous body model to that game, and even with that in place, every piece of clothing featured in Morrowind managed to still work fine with the new bodies. From what I can understand, it was basically overlaying the segmented pieces of clothing and armor over the continuous body, which might have looked a bit odd in some cases; segmented clothing looked blocky while the continuous body was smooth, but was still convincing.
So, I think what could be done in TESV is that a very similar 'segmented body' system seen in Morrowind be used, BUT also use clever model-forming tricks to make this segmented body look solid, or in other words, the different segments of the body being sewn together at joints to make it look continuous again. As different pieces of equipment or clothing are equipped, these segments get replaced with the models for that item.
The other possiblilty, though I think it might take up more computer power, is to have a continuous body that has clothing and armor models layered over it. Regardless the technique, both should work fine for allowing clothing and armor on the same part of the body to coherently overlap.
- Wearing manner
Of all the sections that I've introduced so far, this one would most likely be the hardest to do. I heard from some that, in Daggerfall, you're able to wear identical pieces of equipment in different manners, such as cloaks with the hood up or down, and other similar details that don't really serve any major underlying purpose. Such cosmetic pieces of flair would be pretty cool to see again in TESV. So, what could be done to do this is to have different ways that certain cosmetic items are worn; in the case of, say, a chain coif; it could either be worn above or below clothing. The sleeves of a workshirt could either be worn down, or rolled up. God knows how many things one could do with a bandana. Things like that, even for just a few items, would be pretty neat to see here.
- Cosmetic alternatives
Especially for something like, say, steel armor, which is widely produced for warriors, it'd be neat if there could be alternatives in how they looked. We saw a slight prelude to this in the Guard armor coifs in Oblivion, as well as Black Marsh variants of steel armor, and also in the two different color arena outfits. Now, what if such alternatives extended beyond just the completely relevant and necessary needs for such cosmetic alternatives, where it simply would denote your faction? Such variants in cosmetics could be applied to all manners of armor pieces, such as different steel helm styles; some open faced, other's closed. Maybe a great helm instead of a sallet? That's just one example; some steel body armor might have engravings on it of lions, while others might have space to fit a decorative loin cloth design on the armor. Similar things could easily be applied and seen for other types of armor, such as chainmail, ebony, and leather (Anyone willing to see a netch leather armor design applied to normal leather? In my opinion, Netch leather armor from Morrowind was easily one of the coolest looking armors, despite it being so weak.
) Doing something like this could most likely make up for the consolidation of armor pieces seen in Oblivion.
Alrighty then. I've spent like 4 hours writing this thing. Guaaaah. That's all fer now!