» Fri Dec 16, 2011 11:30 pm
I think it could benefit from a good overhaul in a few areas. Mainly the Depth of the combat system, and the polish to it.
here are some ideas i think would be beneficial. just my 2 cents....
[*](Archery) - Complete with a perk tree like in Skyrim, only also adding in even deeper, richer sub branches to the category. Possibly adding in a selection of special abilities one could train and select from to perk with.
[*](Example: Perk to draw 3 arrows that fan out in a cone in front of you, usable 3 times a day, with a special keystroke: mousewheel up)
[*](Spellcasting) - Spells in Elder scrolls feel like they have so much unused potential that's gone wasted! Maybe in the future we could have a sort of "Learned spell system" or something where a player can mix and match new spells and create spells out of a possible bank of options. This could work similar to alchemy experimenting, only have the effects of something like we see in the game "Magika" when you combine spells. This could create a whole new demension of depth to the Elder Scrolls Series of magic! Again, like the archery tree we would have a big perk tree only with more branches, and sub branches!
[*]Another Idea I've always liked to see possibly implemented for spells is the idea of "Drawing" them in the air to initiate a changed version of the spell. For instance. Say the Spell "Flame" shoots flame when cast, but if you hold down "Flame" and make a Triangle Shape in the air and then cast, it does something special, like a Flame Wall!
[*](Fighting) - I love the combat in The Elder Scrolls, but I feel that it could be taken to the next level if time were committed to implementing a few additions.
[*]First: The option to "Parry" with a single weapon. This could be done several ways, but just an example of one way here: The button would be mouse wheel Up, or a Trigger button on the consoles. Performing a parry would not block all damage, but perhaps mitigate it slightly, or allow for a short window where a double tap of the attack button could allow for a "Riposte" or counter-attack type of strike. This would really enhance the depth of the gameplay for people who choose do dual wield, or wield a weapon and a spell, and can even still be used for players who use 2handers or a shield and weapon.
[*]Also, as with the archery and Spellcasting trees, The Fighting skill tree could use a bit of complexity into it. Give us some more options to distinguish the style of combat when using different weapons. Perhaps add a unique Special type of power attack depending on the type of one hander, (Each weapon type could simply have its own unique animation, effect, benefit, and risk to using it. for example, a thrusting sword attack that strikes a vital spot on the enemy, slowing it, but slowing you if you miss! A Hammer blow that confuses the enemy and makes him attack anything nearby, but staggers you if you miss! A powerful Axe Chop that disarms the opponent or weakens their damage output for a short time, but causes you to lose stamina if you miss!
[*]Second: Possibly add in an option for players to "kick" an enemy. (Like in Dark Messiah) that would open up whole new possibilites and tactics to push back enemies and position them for further attacks or enviromental effects (kicking them into a spiked wall, or over a cliff so they fall)
[*]_______________
[*]Quest need to be able to be managed better, I hate to say it, but give us a good ole Journal and let the player choose what to accept and "write down" or "rip out and throw away" (aka dropping a quest) - You could SO do this in a nice, neat, Elder Scrolls RP'ish way where its neat and customizable.
[*]Update the Inventory with new menu, possibly give us a "Backpack" type of deal, a Special Slot for weapons and armor, a pouch for ingrediants and misc items, a key chain for our keys or lockpicks, and another slot for our books. Give us features to sort things how we want to, manually, alphabetical, whatever
[/list]