TESV Ideas and Suggestions #133

Post » Fri May 27, 2011 2:16 am

One thing I hated about oblivion was that my steel armor looked just like the guy's steel armor standing next to me. So I had a idea I think could be implemented. So what if there were several different models for each piece of armor so there's a steel helm that's closed and a steel helm that's open but has horns, so each time you find a full set of steel armor its individual parts would be randomised. So I could have a spiked paudron and parts of chainmail showing beneath my briastplate but the guy next to me who's wearing steel armor would still look very different. Now imagine if they did this to each set of armor in the game no one would look the same.

So guys tell me what you think of my idea is it good? bad? or should I get out of here before you start throwing shoes at me?
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Samantha Mitchell
 
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Post » Fri May 27, 2011 5:54 am

Good idea for the armor models.

If Beth made everything killable, and made killable children, well, they would get decked by the law firm, or whatever.

No romance. Romance is not for games. If you want romance, well, that is what life is for.
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Brittany Abner
 
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Post » Fri May 27, 2011 6:11 am

Good idea for the armor models.

If Beth made everything killable, and made killable children, well, they would get decked by the law firm, or whatever.

No romance. Romance is not for games. If you want romance, well, that is what life is for.

I agree with that armor idea as well. If you're the hero, why not? If you're wealthy, you should be able to pay an armorer to do some incredible custom work. They should be bending over backwards for you, especially after you've saved the land or whatever.

Everything was killable in MW. Toss the kids, we don't need them. Problem solved.

Minor romance plots are good for hack-and-slash vacations - also, there are perks to be had with it like gifts (along with maybe a house) and a free bed to sleep in.
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loste juliana
 
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Post » Fri May 27, 2011 3:02 pm

Few things off the top of my head.

Why are there no left handed characters? did they get their hands beaten as kids?

Wouldn't mind being woken up in the middle of the night in the wilderness and attacked. odd how i can rest for 24 hours and never be disturbed by anyone or anything.

Bring back the weapons, armour, factions, spells that were removed from Morrowind.

Seems odd that nobody in the theives guild ever steals anything.
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mimi_lys
 
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Post » Fri May 27, 2011 1:38 am

Few things off the top of my head.

Why are there no left handed characters? did they get their hands beaten as kids?

Wouldn't mind being woken up in the middle of the night in the wilderness and attacked. odd how i can rest for 24 hours and never be disturbed by anyone or anything.

Bring back the weapons, armour, factions, spells that were removed from Morrowind.

Seems odd that nobody in the theives guild ever steals anything.

Yeah, dual wielding and/or choosing hand equips.
You do get attacked in MW, as long as you're near a spawning area.
Yes, bring them back. A big WTF to the devs who chucked them.
Do you mean thieves stealing from their own guild...or random thieves randomly stealing (that would ruin the stealing fun for you, if a good item went missing)?
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Tania Bunic
 
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Post » Fri May 27, 2011 3:46 pm

Werewolf Hunter's Association (Basically Werewolf Hunter Guild)

Noble Factions

House Factions (or clans for skyrim)

Legion

Knightly Orders

Religious Orders

Vampire Factions

Werewolf Factions

Seperate daedra cult factions

Vampire Hunters of Tamriel (Vampire Hunting guild)

Real thieves guild, not robin hood and his merry men.

Real Fighters guild, if I join the fighter's guild, I want to be a merc not a knight

Real Mages Guild, you guys outlawed necromancy, so you have to destroy everyone who is kicked from the guild for it?

Real Assassins Guild, like in DF if you want DB, I don't want to be part of the goth puppy-kicking emo kids.
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Mel E
 
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Post » Fri May 27, 2011 6:23 am

Werewolf Hunter's Association (Basically Werewolf Hunter Guild)

Noble Factions

House Factions (or clans for skyrim)

Legion

Knightly Orders

Religious Orders

Vampire Factions

Werewolf Factions

Seperate daedra cult factions

Vampire Hunters of Tamriel (Vampire Hunting guild)

Real thieves guild, not robin hood and his merry men.

Real Fighters guild, if I join the fighter's guild, I want to be a merc not a knight

Real Mages Guild, you guys outlawed necromancy, so you have to destroy everyone who is kicked from the guild for it?

Real Assassins Guild, like in DF if you want DB, I don't want to be part of the goth puppy-kicking emo kids.


I think your idea, Explain more in the Werewolf Factions. I am interested in this, do you have more info on this?
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CArla HOlbert
 
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Post » Fri May 27, 2011 8:28 am

No offense, but I don't like the concept of werewolf factions.

Werewolf factions would have heaps of trouble existing; they would be in direct competition with each other for the food supply. Further, they are disjointed as a group and hostile to everything, including themselves. They only come together as a unified front whenever Hircine's cooking up something of epic proportions (aka Bloodmoon Prophecy).
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Andrew Lang
 
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Post » Fri May 27, 2011 12:42 pm

Werewolf Hunter's Association (Basically Werewolf Hunter Guild)

Noble Factions

House Factions (or clans for skyrim)

Legion

Knightly Orders

Religious Orders

Vampire Factions

Werewolf Factions

Seperate daedra cult factions

Vampire Hunters of Tamriel (Vampire Hunting guild)

Real thieves guild, not robin hood and his merry men.

Real Fighters guild, if I join the fighter's guild, I want to be a merc not a knight

Real Mages Guild, you guys outlawed necromancy, so you have to destroy everyone who is kicked from the guild for it?

Real Assassins Guild, like in DF if you want DB, I don't want to be part of the goth puppy-kicking emo kids.

I agree, especially with the Religious Orders suggestion. I loved being a fanatical Temple maniac in Morrowind and there are no Factions in Oblivion who's cause i can really fight for.
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LuBiE LoU
 
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Post » Fri May 27, 2011 7:30 am

I think your idea, Explain more in the Werewolf Factions. I am interested in this, do you have more info on this?


Werewolf Clans, they stay together in the wilderness. They worship Hircine, have raids on villages, and train with each other.

Ranks

New Blood

Old Blood

Claw

Deathclaw

Nightclaw

Lycanthrope

Were-Destroyer

Chosen One of Hircine

Patriarch


New Blood get access to their nests (bed-equivalents), items (human flesh, makes it so you don't have to kill that night), and snow wolf armor (35 Armor, +10 to agility, speed, and strength)

Claw get access to the lower sections of the caverns (Human Slaves, a spellcaster, a healer, and a sparring partner)

Nightclaws get access to use of the shrine of hircine (a buff, for 20 to agility, speed, and strength for 10 minutes, 100 to health and fatigue)

Were-Destroyer's gain access to New Blood minions.

Chosen Ones of Hircine are granted access to assign lower-ranking members quests, demote, promote, and kick (kill members who betray other members) from the clan.

Patriarchs are given access to the shrine of hircine's secret power (a buff for 50 to agility, speed, and strength for 10 minutes, 250 to health and fatigue)
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JAY
 
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Post » Fri May 27, 2011 8:07 am

Werewolf Clans, they stay together in the wilderness. They worship Hircine, have raids on villages, and train with each other.

Ranks

New Blood

Old Blood

Claw

Deathclaw

Nightclaw

Lycanthrope

Were-Destroyer

Chosen One of Hircine

Patriarch


New Blood get access to their nests (bed-equivalents), items (human flesh, makes it so you don't have to kill that night), and snow wolf armor (35 Armor, +10 to agility, speed, and strength)

Claw get access to the lower sections of the caverns (Human Slaves, a spellcaster, a healer, and a sparring partner)

Nightclaws get access to use of the shrine of hircine (a buff, for 20 to agility, speed, and strength for 10 minutes, 100 to health and fatigue)

Were-Destroyer's gain access to New Blood minions.

Chosen Ones of Hircine are granted access to assign lower-ranking members quests, demote, promote, and kick (kill members who betray other members) from the clan.

Patriarchs are given access to the shrine of hircine's secret power (a buff for 50 to agility, speed, and strength for 10 minutes, 250 to health and fatigue)



Gaining Control of your Werewolf State should be a good reward in being with the werewolf clan

Destroying Vampire Clans

No damage from falling from High Places should be another
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Alexandra walker
 
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Post » Fri May 27, 2011 12:10 pm

Werewolf Clans, they stay together in the wilderness. They worship Hircine, have raids on villages, and train with each other.

Ranks

New Blood

Old Blood

Claw

Deathclaw

Nightclaw

Lycanthrope

Were-Destroyer

Chosen One of Hircine

Patriarch


New Blood get access to their nests (bed-equivalents), items (human flesh, makes it so you don't have to kill that night), and snow wolf armor (35 Armor, +10 to agility, speed, and strength)

Claw get access to the lower sections of the caverns (Human Slaves, a spellcaster, a healer, and a sparring partner)

Nightclaws get access to use of the shrine of hircine (a buff, for 20 to agility, speed, and strength for 10 minutes, 100 to health and fatigue)

Were-Destroyer's gain access to New Blood minions.

Chosen Ones of Hircine are granted access to assign lower-ranking members quests, demote, promote, and kick (kill members who betray other members) from the clan.

Patriarchs are given access to the shrine of hircine's secret power (a buff for 50 to agility, speed, and strength for 10 minutes, 250 to health and fatigue)

i like that :goodjob:
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Everardo Montano
 
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Post » Fri May 27, 2011 1:03 pm

Screw the vampire-clan crap. This isn't underworld. They would be fighting the were-wolf hunters guild.
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Marlo Stanfield
 
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Post » Fri May 27, 2011 10:48 am

Screw the vampire-clan crap. This isn't underworld. They would be fighting the were-wolf hunters guild.


Vampire and Werewolves have been fighting for a long time (not just in underworld).

I read that a werewolf and sun are they only things kill a vampire.

(And Yes before anyone says, I know they fake)
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Philip Rua
 
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Post » Fri May 27, 2011 1:30 am

:lol: You almost got me before I read the last line.

The problem is that Vampires and Werewolves fighting is a cliche. Underworld made it an even bigger cliche, but still. And TES attempts to avoid straight-out cliches whenever possible. If vampires and werewolves truly were after each other in TES, then why didn't they have cross-hunting clans in Daggerfall, the one game where both vampires and werewolves existed in the first place? They are separate entities not concerned with the other, because the alternative is Boring and Therefore Wrong.
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Nathan Risch
 
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Post » Fri May 27, 2011 1:38 am

Yeah, it's like combining Aliens and Predator to make a Versus. Both awesome concepts, and when mixed together it makes for some high action.
Someone said hey, wouldn't it be cool if vamps and wolves fought each other? Or if wolves guarded them while they slept? It's still a cool idea. If you wanted to eliminate a perceived hostility between them and their (possible) clans, you'd be eliminating some great action.
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:)Colleenn
 
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Post » Fri May 27, 2011 5:18 am

Hmmm...here's an idea, instead of the over-used vamp vs. were cliche, how about a new one? Vamps with werewolves, how could happen lore-wise? Well the vampire and werewolf population has been thinning out, the vampires and werewolves have been hunted for over a century now (lets assume a lot of stuff happens in the speculated 200 year gap book synopsis) the vampires and weres have realized that in order to keep the existence of their kin going they need to start finding outcasts like themselves, this leads to a dark underworld (pardon the pun :)) of outcasts ranging from skooma-addicts as the local alchemists, were's as the mercenaries, vamps as the night workers, necromancers as the magic specialists, and to top it all off, the dark brotherhood themselves are controlling this whole mess. So what do you think, over-used cliche or something new, i've personally never heard of a mess this big.
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Ridhwan Hemsome
 
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Post » Fri May 27, 2011 1:40 pm

Hmmm...here's an idea, instead of the over-used vamp vs. were cliche, how about a new one? Vamps with werewolves, how could happen lore-wise? Well the vampire and werewolf population has been thinning out, the vampires and werewolves have been hunted for over a century now (lets assume a lot of stuff happens in the speculated 200 year gap book synopsis) the vampires and weres have realized that in order to keep the existence of their kin going they need to start finding outcasts like themselves, this leads to a dark underworld (pardon the pun :)) of outcasts ranging from skooma-addicts as the local alchemists, were's as the mercenaries, vamps as the night workers, necromancers as the magic specialists, and to top it all off, the dark brotherhood themselves are controlling this whole mess. So what do you think, over-used cliche or something new, i've personally never heard of a mess this big.

I would personally have each clan of supernatural beast so concerned with it's own survival that they don't much care about the others as long as they don't encroach on their feeding grounds.
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Naughty not Nice
 
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Post » Fri May 27, 2011 1:36 am

Vampire and Werewolves have been fighting for a long time (not just in underworld).

I read that a werewolf and sun are they only things kill a vampire.

(And Yes before anyone says, I know they fake)


Well, you could kill vampires in Oblivion, and Werewolves weren't even around to do the dirty deed. So, not only werewolves, according to TES lore, can kill a vampire.
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Daniel Holgate
 
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Post » Fri May 27, 2011 10:44 am

Well, you could kill vampires in Oblivion, and Werewolves weren't even around to do the dirty deed. So, not only werewolves, according to TES lore, can kill a vampire.


Since they are fake any story / method of death can exist.
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Meghan Terry
 
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Post » Fri May 27, 2011 12:22 am

Since they are fake any story / method of death can exist.

But since they are appearing in a fictitious universe with its own rules and strictures, the story or method of death has to fit within the already-established world. Again, I cite Daggerfall as the only game that had both Vampires and Werewolves at the same time. They paid absolutely no attention to each other. They had no special advantage or disadvantage to killing each other, beyond their across-the-board increased power.

The scenario of vampires versus werewolves has no basis, runs afoul of previously exhibited examples, violates the #1 rule of TES and is BATW, and assumes that werewolves will organize on their own (an assumption that again has no basis, runs afoul of previously exhibited examples, and is BATW).
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Flutterby
 
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Post » Fri May 27, 2011 12:28 pm

I agree that there should be a vampire clan, but a werewolf clan - NO!

When turning to a werewolf you have absorlutely nothing to think about, than hunting for food. You wouldnt even know that there are vampire clans or even werewol fclans out there, couse your memory is completely gone, you dont know who you are as human, and dont know who you are as werewolf. Werewolfs only care of hunting, not forming clans to have a hatred agains vampires.
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The Time Car
 
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Post » Fri May 27, 2011 3:13 pm

I'm not familiar with "the ins" of Daggerfall - is it even possible that the two clans didn't interact much because of 1)climate (cold weather werewolves, vamps being pretty much everywhere else) and 2)sleep habits (vamps are hiding during the day, most people probably never see one ever anyway)?
Morrowind had both existing. Do you mean that they coexisted within the same dungeon?
Vampires versus werewolves could have a basis, if one were to be made. Your disapproval isn't enough to destroy the concept.
Werewolves could organize, but it would probably take higher leadership like Hircine. You get orders on where to go, who to kill - you do it. You see a fellow werewolf, you know not to kill them.
I have no idea what BATW is.
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P PoLlo
 
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Post » Fri May 27, 2011 2:59 pm

Morrowind does have vampires and werewolves within the same game via expansions, but not in any way via which they could feasibly react. That was my main reason for not counting it (that, and Bloodmoon is an expansion :shrug: ). Daggerfall's lycanthropes can change forms at will twice a day, any time of day (except on days w/ the full moon; the character is forced into their animal form for 24 hours then). So sleep habits don't pose too much of a problem. Further, both wereboars and werewolves appear in almost every region of the Iliac Bay universally, just like their vampiric counterparts. It is very possible that the two don't interact much, but that noninteraction would cast doubt on both the existence of and motivation for a grudge match against the two.

Vampires vs werewolves could indeed be given a basis, but the point was that there currently exists no past precedent as a basis.

If Hircine were involved, my objections involving organized werewolves would vanish, but I couldn't see any Daedric motivation to smite vampires that would outweigh my intense dislike of the subject of the "vs".

http://www.gamesas.com/bgsforums/index.php?showtopic=1046490&view=findpost&p=15187654
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Alberto Aguilera
 
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Post » Fri May 27, 2011 12:53 am

I want morrowinds equipment system :/... im talking bout wearing shirts under armor and armor under robes, different armor types on each arm... I was quite disapointed when it was removed from tes 4 and hoping to see a return in tes 5 :)
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SexyPimpAss
 
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