Western Skyrim Mainquest? |
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Western Skyrim Mainquest? |
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I was thinking, since the MQ for the western most 3 holds of Skyrim is
going to be seperate from the other MQ, whats it going to be about? It
should probably pick up after the ending of the eastern Skyrim MQ, I
can leave some loose ends in need of tieing up so there is a starting
place for the next questline.
I was thinking though, the events of the Eastern Skyrim MQ, battling
Undead and all, would likely destabalize Skyrim some. Now, what if as a
reward for their valiant efforts, the player received a small piece of
land out in the Reach with a small village on it. From there they could
start building the town up, getting new people to come live there,
customizing it, ect. The Mainquestline would revolve around the player
leading the town as a Chieftain in destabalized Skyrim, fending off
bandits/Orcish Raiders, negotiating with tribes of Reachmen, expanding
your territory, of course building your town, as it grows you could be
able to "annex" minor settlements around you/attack strategic positions
controlled by hostiles so your troops can use them,
customizing/training/outfitting/organizing your town's warparty, and
perhaps even take part in a minor civil war, or at least a clash
between holds.
Since there was already a big more traditional questline in Eastern
Skyrim, as well as in all other BC projects, this would give players a
great break from the ordinary. Plus it would give an oppurtunity for
characters from the previous questline to re-appear again. Never before
has anything like this been done in a mod, people have wanted something
like this, but its never happened, it would be a collosal hit if we
could pull it off right. Sure it would be hard, but by the time we take
it on we're gonna be a large, veteran, mod team with a big old fan
base. |
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08.11.2006 04:12 |
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RE: Western Skyrim Mainquest? |
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quote: |
Originally posted by Siegfried
I was thinking, since the MQ for the western most 3 holds of Skyrim is
going to be seperate from the other MQ, whats it going to be about? It
should probably pick up after the ending of the eastern Skyrim MQ, I
can leave some loose ends in need of tieing up so there is a starting
place for the next questline.
I was thinking though, the events of the Eastern Skyrim MQ, battling
Undead and all, would likely destabalize Skyrim some. Now, what if as a
reward for their valiant efforts, the player received a small piece of
land out in the Reach with a small village on it. From there they could
start building the town up, getting new people to come live there,
customizing it, ect. The Mainquestline would revolve around the player
leading the town as a Chieftain in destabalized Skyrim, fending off
bandits/Orcish Raiders, negotiating with tribes of Reachmen, expanding
your territory, of course building your town, as it grows you could be
able to "annex" minor settlements around you/attack strategic positions
controlled by hostiles so your troops can use them,
customizing/training/outfitting/organizing your town's warparty, and
perhaps even take part in a minor civil war, or at least a clash
between holds.
Since there was already a big more traditional questline in Eastern
Skyrim, as well as in all other BC projects, this would give players a
great break from the ordinary. Plus it would give an oppurtunity for
characters from the previous questline to re-appear again. Never before
has anything like this been done in a mod, people have wanted something
like this, but its never happened, it would be a collosal hit if we
could pull it off right. Sure it would be hard, but by the time we take
it on we're gonna be a large, veteran, mod team with a big old fan base. |
We have discussed this before and we have said that we want you o
expand the present MQ into western Skyrim. Also Large scale wars aren't
what the TES series is about. It is about the weight of everything
being on the shoulders of the PC.
This isn't the sort of thing mod groups can handle any way, I've seen
many OB and MW mods fail because they have tried to simulate a full
scale war. I'm not really happy with the amount of war you already have
in the present MQ.
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08.11.2006 06:11 |
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Danmako
First Knight
Registration Date: 25.10.2006
Posts: 59
Location: Australia...MATE
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The idea is good, it just needs to be scaled down a little....Raven rock worked as a concept
Try not to over reach, I have seen many mods die because of the amount
of work...people aren't getting paid and have only so much free time
__________________ Danmako....The man with no name
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08.11.2006 14:49 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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RE: Western Skyrim Mainquest? |
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quote: |
Originally posted by The Old Ye Bard
We have discussed this before and we have said that we want you o expand the present MQ into western Skyrim. |
When did we do that? I've only said that Sieg should finish writing his
MQ, I never said that it should be for the whole of Skyrim.
Anyway I love the idea.
The Raven Rock quest is one of my favorite ES quests ever. And I don't
think Sieg meant this as a full scale war, it's more to do with
defending your land from raiders, bandits and such... who might
"coincidentally" be from the neighboring Holds. It's true that a quest
like this is not easy to implement, but it can be done... after all it
worked for Raven Rock.
Vvardenfell's MQ is one of the hardest to implement from all the BC quest lines, this would be nothing compared to that.
TES games might prefer the "lone hero" kinds of quests, but the MQ for
eastern Skyrim will fit that mold perfectly, there is no reason why we
can't get creative. This quest line will most likely be shorter as not
to overload ourselves with the amount of work that will need to be done.
The OB MQ was somewhat of a disappointment to me and one of the reasons
is because it lacked creativity, it resembled so many other stories
I've encountered in other RPGs.
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08.11.2006 19:21 |
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RE: Western Skyrim Mainquest? |
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quote: |
Originally posted by Psychotic
quote: |
Originally posted by The Old Ye Bard
We have discussed this before and we have said that we want you o expand the present MQ into western Skyrim. |
When did we do that? I've only said that Sieg should finish writing his
MQ, I never said that it should be for the whole of Skyrim.
Anyway I love the idea.
The Raven Rock quest is one of my favorite ES quests ever. And I don't
think Sieg meant this as a full scale war, it's more to do with
defending your land from raiders, bandits and such... who might
"coincidentally" be from the neighboring Holds. It's true that a quest
like this is not easy to implement, but it can be done... after all it
worked for Raven Rock.
Vvardenfell's MQ is one of the hardest to implement from all the BC quest lines, this would be nothing compared to that.
TES games might prefer the "lone hero" kinds of quests, but the MQ for
eastern Skyrim will fit that mold perfectly, there is no reason why we
can't get creative. This quest line will most likely be shorter as not
to overload ourselves with the amount of work that will need to be done.
The OB MQ was somewhat of a disappointment to me and one of the reasons
is because it lacked creativity, it resembled so many other stories
I've encountered in other RPGs. |
But what he proposed was more of a first person statergy type quest, which is not what RPGs are about.
Also People play the TES series because it is a true RPG and because
the weight of the whole world is on the PCs shoulders, and that is what
got me into this series.
Also as Siegfried wrote the first MQ, if we aren't to have them joint I would like to get my hands dirty in this one.
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08.11.2006 19:27 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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RE: Western Skyrim Mainquest? |
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quote: |
Originally posted by The Old Ye Bard
But what he proposed was more of a first person statergy type quest, which is not what RPGs are about.
Also People play the TES series because it is a true RPG and because
the weight of the whole world is on the PCs shoulders, and that is what
got me into this series.
Also as Siegfried wrote the first MQ, if we aren't to have them joint I would like to get my hands dirty in this one. |
It's not like a first person strategy, it's like raven rock, you will have to do a lot of things yourself.
Consider this: You play the quest for eastern Skyrim, kill armies of
undead and at the end you get a shiny armor... well whoop-ti-do! Having
a different kind of power than the power to smash things will be
refreshing for the player. This quest will be somewhat of a reward for
the previous quest.
That's what's so good about this quest, you can play two kings of
quests, get an actual worthy reward at the end of the first one, and
after the end of the second one you get to chill out in your idyllic
town and boss NPCs around.
Completing the Mages Guild quest in OB gives you the opportunity to
give (very) simple orders to those with lower rank, this is similar but
better.
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08.11.2006 19:53 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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I have to agree with TOYB here, it seems far too much like a strategy
game, people will only disappointed if you made a chieften and you
can't take part in large battles, which is something we cannot
simulate. It also seems to be forcing a role upon the player to much,
they HAVE to see over this village as part of the mainquest, however
what about people playing as Necromancers or evil characters? The less
imposing the mainquest is, the better.
Personally, I really dislike being famous or infamous in RPGs, as soon
as you become someone that everyone knows I lose a lot of interest. It
is far more exciting as a lowly adventurer who gets excited about
finding a diamond, than an avatar with 16 acres of land, it loses a lot
of its appeal, all of the inter-racial tension disappears as everyone
likes your character. Maybe I am the only one who feels like that when
playing. |
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08.11.2006 20:03 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Liquid Cheese
people will only disappointed if you made a chieften and you can't take
part in large battles, which is something we cannot simulate. |
So you would be just happier if you got a set of armor at the end of the first MQ? I'm not sure many people would agree.
You can still take part in battles that will be the size of the final
battle in the OB MQ. That can be simulated... larger battles would be
unrealistic for a lowly village chieftain anyway.
Infamy has little to do with what quests you can do in TES. You can be
an evil assassin and still play the OB MQ, and the OB MQ is much better
suited for a noble knight.
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08.11.2006 20:10 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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Oblivions story was stupid in my opinion, but nevertheless, nobody's
character would want the entirety of Tamriel overrun with daedra,
regardless of alignment. Being chieftan would conflict with so many
peoples characters. |
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08.11.2006 20:17 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 1,918
Location: Croatia the Nether-Bringer
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If you ask me having too MANY options is almost the same (and more time
consuming) as is having too FEW options, at least in Oblivion.
__________________ The Forgotten Ones have returned.
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08.11.2006 20:25 |
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unholyalliance
First Knight
Registration Date: 21.07.2006
Posts: 178
Location: Kolding, Denmark
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I agree with Psychotic. I think that giving the player a quest like
raven rock is good. I loved Raven Rock, but you never really got
anything out at the end, except a house (I've only ever done one side
of the quest, with the dude standing in the woods)
However, I Don't like the idea of getting a new suit of armour at the
end. You get a suit of armour at the end Cyrodiil MQ. I think a robe
would be acceptable, or a staff or weapon. I think this has already
been discussed. I just don't think it is very rewarding getting another suit of armour at the end.
__________________ And Dim The Hearts That Slowly Die
And Drear The Course
That Has Been Run
Setting In A Sullen Sky
Comes With Might The
Wintersun - Jari Maenpaa
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08.11.2006 20:53 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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quote: |
Originally posted by unholyalliance
However, I Don't like the idea of getting a new suit of armour at the
end. You get a suit of armour at the end Cyrodiil MQ. I think a robe
would be acceptable, or a staff or weapon. I think this has already
been discussed. I just don't think it is very rewarding getting another suit of armour at the end. |
An entire suit (if it was useful) would make every look identical,
maybe just one very powerful piece of armour? Like the wraithguard
thing from morrowind. |
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08.11.2006 21:20 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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When I mentioned the suit of armor it wasn't as an idea for one of our
quests, but as a way to point out the lame reward you get for saving
Tamriel from certain doom in OB. That's why I think a village would be
a good and original reward.
Most quests in OB are about helping people with something or other, if
viewed like that most of the quests in OB are not suited for evil
characters.
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08.11.2006 21:26 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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Yea, but we shouldn't be following the idea of, 'well oblivion did it,
so it is ok for us to do it', there were a lot of stupid things
oblivion had but shouldn't have had, or should have had but didn't etc.
I agree entirely with having a cool reward but I don't think the reward
should be something the player is forced into if they want to continue
on with the mainquest, particularly if it is character breaking. |
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08.11.2006 21:48 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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I'm just saying that since very few quest in OB are meant for evil
characters not many people will mind if this quest isn't perfectly
suited for all characters. Being the chieftain of a village is a
completely neutral quest, it's just that including very evil choices is
a lot of work. If you want to be evil raise taxes sky high or just kill
the whole village.
And the quest won't be forced on the player any more than the OB MQ is,
you can choose not to accept the position of chieftain just as you can
choose not to save Tamriel in the OB MQ. If you choose not to finish
the quest then no one will force you either, you can just pick it up
again later like you can do with every quest in OB.
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08.11.2006 22:00 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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I'll rephrase what I meant. I didn't mean so much to do with alignment,
but just how few people play the sort of characters that end up
becoming chieften. In oblivion it is everyones best interest to stop
the oblivion crisis, whether you are bloodthirsty warrior, a noble
mage, a necromancer, a thief. No one wants the daedra running round
everywhere. So no matter what you play as you probably don't want it
happening. Being chieften is far more selective. I can't really imagine
a khajitt becoming a chieften or a necromancer becoming a chieften or
that same noble mage becoming chieften etc... It could be a bit
immersion breaking.
I always hear loads of people saying they wish oblivions factions were
more like Morrowind where you had to be a certain type of character to
progress so far into the factions, because without the restrictions
they could have a thief that completed the dark brotherhood quests and
also the fighters guild and the mages guild and it just seemed plain
wrong and out of character, even though they knew they could just
restart with a more appropriate character. |
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08.11.2006 22:21 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Ok, first of all I didn't expect that everything I proposed here would
be included, I know that is too much work, but I wanted to show people
possibilities, and we could keep what we like the most. I didn't mean
that there would be massive RTS type battles, more that you would get
together 8 warriors or so and beat down 10 reachmen. You would have
some control over your men, tell them where to stand, maybe be able to
drop down barricades, tell them a formation to move in, ect. Also I
didn't know I was supposed to be doing the entire questline for Skyrim.
What I could do is make being Chieftain a part of the entire MQ, and
travelling to the Moot could be an element that way.
Just a comment on the Skyrim MQ, I'm going to focus more on getting the
main arch of the plot in, and then leave the details of quests more
open to discussions. |
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08.11.2006 22:21 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Siegfried
What I could do is make being Chieftain a part of the entire MQ, and travelling to the Moot could be an element that way.
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That would work well.
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08.11.2006 22:38 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Would people rather have this as a side questline? Kind of like the way
you became Chieftain of Thirsk in BM, only this would be cool and
meaningful. |
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09.11.2006 02:32 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Siegfried
Would people rather have this as a side questline? Kind of like the way
you became Chieftain of Thirsk in BM, only this would be cool and
meaningful. |
Well since there can be only one MQ this would be like a follow-up side
quest. If it is a side quest then the MQ can be expanded to the whole
of Skyrim. It could be a part of the MQ, but then people who don't like
it won't be able to avoid it.
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09.11.2006 02:36 |
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-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
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The idea is offcourse awesome!!! And I think getting a village, power
and nobliity(?) is a proper reward for saving the world. But as others
have said, the reason we have?nt seen anything like it, is because it
would indeed be VERY hard to pull off (a fullblown war at least)..
I can see the small village growing into a large village, but there
should be some construction alternatives and stuff se the amount of
work on this feature would grow exponentially.
I think it need not get that large, say for example you get a village
with 10 occupants living in a total of 5 houses (including a trader and
some other interesting NPC?s) then it?s you, your servant and your 1 or
2 old buddies from the east MQ.
And it grows to twice that size, and it can grow 2 or 3 different ways...
That?d be cool me thinks!!! It?d still give the player the unique
experience of being a dude/dudess with power, leading and taking
responsibility of people.
I believe wars is alittle too big an ambition, but negotiating with
tribes/other parties, defending from raids, establishing trade and
stuff like that would be supercool I think!!!!
I mean it?d be enough with it being you, and your bunch few
veteran-buddies you can choose to have come along and watch your back
as you do important stuff.
It?d also be cool with some political intrigue that you can handle in
different ways, this is very unusual in CRPG?s and would awesome!!!
Quote from starwars: "Negotiations with a lightsabre" - you know what I mean
Most of this stuff would?nt need to have a linear order, so one thing
does?nt have to depend on another which I believe is a necesity if we
are to do something this big. That way we can just expand on it until
we feel it?s big and cool enough, and then add the Supreme dude of
power in Skyrim comes and thanks you and tells you that you?re funky
and gives you your ultimate reward (which offcourse should be a suite
of armour you can sell for 2000 septims
)...
No seriously alittle deeper than that, but you see my point, it?d be
dynamic and allow us to change our minds about how much we want to do
when we?re in the middle of it...
Just some thoughts
Edit: It?d be cool me thinks if Skyrim got into abit of a coldwar state
and the westMQ involves the unsteadiness of the land on the brink of
war...
This post has been edited 1 time(s), it was last edited by -Sulan-: 09.11.2006 03:19.
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09.11.2006 03:15 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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If we do Skyrim as all one MQ, this could be a follow up or Xpac of sorts supposing we have the time to do it.
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09.11.2006 03:27 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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09.11.2006 03:36 |
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-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
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Yeah, offcourse we?d have smaller skirmishes!!
Allthough an 8v8 fight would be very heavy for some ppl?s puters now, I
guess when the wMQ is reality that won?t be an issue either...
But what do you think about a kind of coldwar state? Like it?s very unstable and things are on the brink of civil war...
And you can deal with things either by smashing and slashing, or by
sneakiness and assasination and plotting, or by babbling politics and
being influensive, or by alittle of everything...
I think it would be cool to depart abit from Oblivions (in my opinion) alittle too much hack and slashy gameplay.
An example, you need to dethrone/change the ways of some chief/noble because he?s an ass and you could, either:
1) Gather your buddies and assault the castle in a long, tactical and
exciting battle. You might also bribe some bandits to help you... And
stage coup(sp?)
2) Be the politician and try to make him change his ways through
peacetalks, or force by persuading other settlements to cut off trade
or something...
3) Plot against by maybe exchanging some letter causing a
misunderstanding which results in some other hold attacking him, or
just assasinate him the sneaky way...
maybe...
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09.11.2006 04:52 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Perhaps, I'll keep that in mind while working on the MQ.
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09.11.2006 05:01 |
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Danmako
First Knight
Registration Date: 25.10.2006
Posts: 59
Location: Australia...MATE
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To give players the existance of immersion, it just needs to be
tailored slightly. Give the player a plot of land and its up to them
what to do with it.
For example, he could hire an engineer to build a fort, or dig out a
cave, or build a tower. This would mean creating three seperate
buildings but would allow for the character to follow whatever path
they like. I think the original idea is just that if you own something
it gets threatened, which was missing in OB, and bloody well MW too
(what was the point of all those Dwemer guardians?)
So of course hiring becomes optional as well.....hire some mercs if you
want....or dont, who cares, its just that random reachmen and bandits
do wander through, and some of the hired or granted settlers have
scripted events attached to them, as well as benefits (farms, shops,
livestock etc)
A little bit of work that allows more flexibility
__________________ Danmako....The man with no name
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09.11.2006 05:50 |
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Siegfreid before you move onto anything else I would like you to finish
up the first MQ, with more details and also change it to the general
concensus because you wrote it and no one really got to make any
changes last time around.
Also I would prefer if someone else was to write the second MQ as it
alllows for a differnt perspective of all the events. I'm not saying to
completly differnt ideas to the one in this thread, just go about them
in a differnt way to your style of writing.
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09.11.2006 06:12 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Danmako
To give players the existance of immersion, it just needs to be
tailored slightly. Give the player a plot of land and its up to them
what to do with it.
For example, he could hire an engineer to build a fort, or dig out a
cave, or build a tower. This would mean creating three seperate
buildings but would allow for the character to follow whatever path
they like. I think the original idea is just that if you own something
it gets threatened, which was missing in OB, and bloody well MW too
(what was the point of all those Dwemer guardians?)
So of course hiring becomes optional as well.....hire some mercs if you
want....or dont, who cares, its just that random reachmen and bandits
do wander through, and some of the hired or granted settlers have
scripted events attached to them, as well as benefits (farms, shops,
livestock etc)
A little bit of work that allows more flexibility |
Very true, giving the quest some flexibility in that way would solve a lot of problems.
I think Sieg should be the one to write this quest since it was his
idea. Also as it will be connected to the MQ he can make sure that
there are no loose ends in the story.
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09.11.2006 17:34 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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I like the idea of it being a sidequest or an optional part of the
mainquest, where maybe someone offers you some land, you can either
accept and do all those quests or just have a free house there.
Someone mentioned the sidequest thing earlier.
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09.11.2006 20:07 |
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Skot the Sanguine
Knight
Registration Date: 11.10.2006
Posts: 93
Location: New York, USA
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I see truth to both sides of the argument here, but I honestly love
Siegfried's idea...in fact, I used to download mods for Morrowind to
simulate me conquering northern Vvardenfell and all of Solstheim with
nord mercs. Obviously the idea is right up my alley, but....it would be
a stellar sidequest at the very least.
Besides, maybe it would let me participate in sieges!
__________________ That which does not kill me only delays the inevitable.
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13.11.2006 00:12 |
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Danmako
First Knight
Registration Date: 25.10.2006
Posts: 59
Location: Australia...MATE
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I myself love huge battles and dramatic sieges, where one really gets
the feeling of leading an army, but I think we have to accept that the
oblivion engine just cannot allow that sort of gameplay
__________________ Danmako....The man with no name
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13.11.2006 05:54 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Danmako
I think we have to accept that the oblivion engine just cannot allow that sort of gameplay |
That is unfortunately true.
We can simulate more tactical battles though, battles that would be a
bit more than just a hack and smash charge. The one thing we will never
be able to do with OB is big battles with many NPCs though.
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13.11.2006 12:52 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by -Sulan-
quote: |
Originally posted by Psychotic
quote: |
Originally posted by Danmako
I think we have to accept that the oblivion engine just cannot allow that sort of gameplay |
That is unfortunately true.
We can simulate more tactical battles though, battles that would be a
bit more than just a hack and smash charge. The one thing we will never
be able to do with OB is big battles with many NPCs though. |
Yeah.. Thats why it?d be cool if things were not open war, but close
to, and it?s about preventing open war. The gameplay options could
range from the tactical skirmishes to political intrigue to sneakily
misleading and assasination and stuff...
(I think it?d be nice if we could keep gameplay as flexible as possible
so as to suit both the fighter, mage and thief/assasin general types).
This me thinks would be cool.
Also this sort of scenario (as mentioned) could be quite flexible to
create, with the settlement you have as a base. You do "missions" (the
gameplay options) in a not neccesarily linear order, to change the
balance into peace...
That way it?d be feasable for us to make as the workload is somewhat scalable as we see how things shape up...
Just my opinions
In any case I think Siegfried and us all has something cool coming!! |
Agreed on all points.
What has been decided:
* Skyrim will be politically unstable and in a state of cold war, you
will have to insure that your land remains as peaceful and stabile as
possible.
* There will be people living on the rewarded land, but it will be up
to the player to choose how he wants to spend his gold and what he
wants to build on it.
* The quest will not be linear, but in the form of a series of optional
missions. The missions will vary from diplomacy, to assassination or
open attacks. You will be able to achieve the wanted effect trough the
way best suited to you.
For example, if the neighboring Chieftain is planning an attack on your
land, you will have a choice of several missions with the purpose of
stopping him.
You can:
- Go to his stronghold and assassinate him.
- Persuade him that he should reconsider his plans trough diplomacy.
- Place a stolen item of value belonging to Chieftain A in the
stronghold of Chieftain B who is threatening your land and gently
suggest to Chieftain A that his scepter (for example) is now in the
possession of Chieftain B. Chieftain B will then have to defend his
land from the threat that Chieftain A now presents.
- Plain out attack the enemy stronghold with your best men and slaughter everyone.
I might have forgotten some other good ideas here so feel free to remind me.
This post has been edited 1 time(s), it was last edited by Psychotic: 13.11.2006 14:26.
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13.11.2006 14:23 |
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-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
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Sounds great!!
It seems awesome yet realistic to achieve this, and it?ll render a
gameplay feel very unusual (to my experience anyway) in TES games. I
love the sort of coozy feeling I get from having a base/home in a game
and staging "operations" from there, and then come back home to
"reload" and assess the situation...
Has it been decided as in, Siegfried approves and everything? I think
Siegfried should write the west MQ, and have the final say on it...
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13.11.2006 14:56 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by -Sulan-
Has it been decided as in, Siegfried approves and everything? I think
Siegfried should write the west MQ, and have the final say on it... |
Nothing has been officially decided, that was more of a list of the
good ideas that were posted in this thread, ideas that I would like to
be included in the quest eventually.
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13.11.2006 15:04 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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On the topic of tactical, I think the player should be able to "set-up"
his followers. Give them formations to move in, tell them to hold a
position, be agressive, be defensive, fall back, charge ahead, follow
my lead. It would be cool to if you could have them set up encampments
and stuff, position spiked barricades around the battlefield, ect. |
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13.11.2006 21:14 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Siegfried
On the topic of tactical, I think the player should be able to "set-up"
his followers. Give them formations to move in, tell them to hold a
position, be agressive, be defensive, fall back, charge ahead, follow
my lead. It would be cool to if you could have them set up encampments
and stuff, position spiked barricades around the battlefield, ect. |
That would indeed be cool.
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13.11.2006 21:55 |
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-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
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yeah, I believe it?s doable to some extent at least.. There are script commands to change combat behaviour and stuff
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13.11.2006 21:57 |
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quote: |
Originally posted by Siegfried
On the topic of tactical, I think the player should be able to "set-up"
his followers. Give them formations to move in, tell them to hold a
position, be agressive, be defensive, fall back, charge ahead, follow
my lead. It would be cool to if you could have them set up encampments
and stuff, position spiked barricades around the battlefield, ect. |
positioning barricades is to much, but things like changing their
fighting style can be done, quite easily as well with only slight
changes to their AI.
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14.11.2006 03:59 |
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