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windsurfer
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Ok sorry that frustated me abit :D . The whaling bit sounds a bit to lamefor a MQ but for a side quest it would be good.

OK I just thought if it was imperial then that is rather fitting =)
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JAAdventurer
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I think a big problem here is that quite a few of us are relatively new here. FC4 has only been amongst us for the past week (or so), and chris07 and I showed up around the same time (what's it been, a month?). We weren't here when the old idea was discussed, so we have no clue what it's about. May we have a recap?
16.04.2008 23:56 JAAdventurer is offline Send an Email to JAAdventurer Search for Posts by JAAdventurer Add JAAdventurer to your Buddy List View the MSN Profile for JAAdventurer
chris 07
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quote:
Originally posted by chris 07
Well how about oblivion gates...wont there be evidence of them?
And the fact that there is no emperor, dont you think that politics will be trying to gain that spot?

HELLO! YOU GUYS TOTALLY SKIPPED THIS!!! IT IS REALLY IMPORTANT!!!
@JAA: I agree with you on that, what WAS the orginal idea?
@everyone else: chill...we're just giving out ideas here...i like some of these ideas though.

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windsurfer
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Yer guys I'm really sorry about all the stuff above. I love the ideas especially as i'm not the best at lore :D . Oblivion was my first Tes game and I havn't even played it that far in Oblvion (had ashit pc and got involved in modding to much to play even when I made my very powerful one).

The islands are probebly a bit small to stick a massive oblvion gate on. If one did arrive then it would have killed the whole population and left it burning!!!!

This post has been edited 1 time(s), it was last edited by windsurfer: 17.04.2008 09:48.

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Mormacil
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I say we discard no idea yet. Let us just brainstorm ideas. I like the idea of the player arriving by ship. However I dislike the player choosing sides any time soon. I'm all for a naval battle, love the player being knocked out some way and waking up in a cell :) Possible ideas for a big quest around the islands:

  • Pirates are using the islands as a base. Empire Trading Company offers a reward.



  • Player needs to save the Narmatee for some reason, perhaps hunters from the Empire Trading Company or just regular Bosmer or a party from the empire lead by Bosmer scouts. You're asked by a biologist that fears the Narmatee goes extinct.

  • The islands have lost their major link with the Earth Bones somehow. Some things are acting weird because of that and eventually all the islands will be destroyed, okay this idea is way to vague Tongue


The islands have lost their major link with the Earth Bones somehow. Some things are acting weird because of that and eventually all the islands will be destroyed, okay this idea is way to vague Tongue

quote:
Originally posted by chris 07
quote:
Originally posted by chris 07
Well how about oblivion gates...wont there be evidence of them?
And the fact that there is no emperor, dont you think that politics will be trying to gain that spot?

HELLO! YOU GUYS TOTALLY SKIPPED THIS!!! IT IS REALLY IMPORTANT!!!
@JAA: I agree with you on that, what WAS the orginal idea?
@everyone else: chill...we're just giving out ideas here...i like some of these ideas though.

I doubt there many or any in VW. There is nothing to conquer, although I had the idea that Mehrunes Dagon wanted to change VW in the counterpart of his realm in the mortal world. Maybe this corruption damaged Falinesti (stopped walking). It could also be used just to create some quests in a big dungeon area.
Mehrunes Dagon's plain: A big twisted forest, so I imaging the same for the VW version/area with some deadly animals and some mist :)

This post has been edited 2 time(s), it was last edited by Mormacil: 17.04.2008 09:59.

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raggidman
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This post has been edited 1 time(s), it was last edited by raggidman: 19.04.2008 23:58.

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Mormacil
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I mentioned them as parts of the MQ for the Island, thus relevant.
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raggidman
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JAAdventurer
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If I can turn you guys to focus on the six elementys that FC4 mentioned eariler
quote:
Originally posted by FC4
Earth, Wind, Water, Fire, Beast, Plant. Those are the elements of nature I imagine the Bosmer acknowledging.


So we have three islands, and three basic class types. What if the islands are known by some traditionally as "The Warrior", "The Mage", and "The Thief"? On each of these islands we place two pure elemental objects, each object being best suited for the class it's island is named after.

Now, FC4 also mentioned seeing something in the forum about a maze with five monoliths of stone at its center. Now, if we have the five monoliths and an altar in their center, we could have the player collect the six objects, in their cursed form, and bring the objects to this 'special place'. We could also tie in FC4's Shaman and Necromancer as two different people who can perform the ritual to restore the link with the Earth Bones (maybe have to change the Necromancer to a witch doctor or some sort). The ritual would destroy the five objects in the monoliths, but would clear the object on/in the altar of it's curse. If you choose the necro/witch doctor, the weapon/object changes to a darker form and has a more offense-based spell/bonus. If you choose the shaman, the weapon/object changes to a lighter form and has a more defense/healing-based spell/bonus.

Just an idea, feel free to completely throw it out.
17.04.2008 15:41 JAAdventurer is offline Send an Email to JAAdventurer Search for Posts by JAAdventurer Add JAAdventurer to your Buddy List View the MSN Profile for JAAdventurer
Durdain
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Not to belittle the islands but all these ideas seem a little 'big' for the islands.

Oblivion gates and monoliths would perhaps be better suited to the main quest inland.

Pirates, for me are just too cliqued to be viable on the southern coast of VW. I had the notion that there were no smugglers or pirates on the islands.

Perhaps, if we can get enough concepts and models together something could happen with Green pact fanatic *pirates* or rather seafarers, i.e greenpacters who sail.

We still have not created enough of a 'community' on the island as far as I'm aware to have any kind of structure to being captured there or anything. The islands are tribal right? the big two floored hall hasn't gotten an interior yet but I see that as the centre of the people there. I think that should be where any kind of main quest should start. The player arrives at the islands - will have to be by boat from anvil or something because we dont have a VW for the PC to walk through - finds himself on the main island and is greeted by the new content. the player will no doubt explore, NPCs and other things guiding him/her to the main hut (cheiften's hut?) where there is some upset. Be it Greenpact pirates or no.
17.04.2008 16:22 Durdain is offline Send an Email to Durdain Search for Posts by Durdain Add Durdain to your Buddy List View the MSN Profile for Durdain
JAAdventurer
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I, for one, was thinking GP pirates attack the ship that the player is aboard (Maybe searching for the Narmatee started with a rumor from some fisherman in the warfside tavern outside of Anvil). And after whatever upset we decide to have on their boat/ship, the player wakes up at sunrise on some god-forsaken beach and sees something in the distance that will attract them to the village, and once in the village we will lead them to the cheif's hut. (Add a bunch of running around the islands for this that and the other in here) In the end, maybe we could have the whole ritual whatnot in my last post?

That's just what I was thinking. No doubt it is very different from what everybody else was.
17.04.2008 17:14 JAAdventurer is offline Send an Email to JAAdventurer Search for Posts by JAAdventurer Add JAAdventurer to your Buddy List View the MSN Profile for JAAdventurer
FC4
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quote:
Originally posted by JAAdventurer
If I can turn you guys to focus on the six elementys that FC4 mentioned eariler
quote:
Originally posted by FC4
Earth, Wind, Water, Fire, Beast, Plant. Those are the elements of nature I imagine the Bosmer acknowledging.


So we have three islands, and three basic class types. What if the islands are known by some traditionally as "The Warrior", "The Mage", and "The Thief"? On each of these islands we place two pure elemental objects, each object being best suited for the class it's island is named after.

Now, FC4 also mentioned seeing something in the forum about a maze with five monoliths of stone at its center. Now, if we have the five monoliths and an altar in their center, we could have the player collect the six objects, in their cursed form, and bring the objects to this 'special place'. We could also tie in FC4's Shaman and Necromancer as two different people who can perform the ritual to restore the link with the Earth Bones (maybe have to change the Necromancer to a witch doctor or some sort). The ritual would destroy the five objects in the monoliths, but would clear the object on/in the altar of it's curse. If you choose the necro/witch doctor, the weapon/object changes to a darker form and has a more offense-based spell/bonus. If you choose the shaman, the weapon/object changes to a lighter form and has a more defense/healing-based spell/bonus.

Just an idea, feel free to completely throw it out.

I throw it out. The necromancer and Shaman are involved in the bow quest alone, and the monoliths aren't really monoliths, just large stones, set by the crazy man to hide the bow.

The earth bones idea is a good one for the whole of Valenwood, actually, not just the islands. It is way to large for the islands themselves. And Insanity's Soul, being a cursed bow, wouldn't really be appeasing to Y'ffre in that respect. I could always fashion a different object to represent Beast.

If we can put a small Empire Trading outpost on the large island, we could manage the Green Pact extremist Idea.

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JAAdventurer
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quote:
Originally posted by FC4
quote:
Originally posted by JAAdventurer
If I can turn you guys to focus on the six elementys that FC4 mentioned eariler
quote:
Originally posted by FC4
Earth, Wind, Water, Fire, Beast, Plant. Those are the elements of nature I imagine the Bosmer acknowledging.


So we have three islands, and three basic class types. What if the islands are known by some traditionally as "The Warrior", "The Mage", and "The Thief"? On each of these islands we place two pure elemental objects, each object being best suited for the class it's island is named after.

Now, FC4 also mentioned seeing something in the forum about a maze with five monoliths of stone at its center. Now, if we have the five monoliths and an altar in their center, we could have the player collect the six objects, in their cursed form, and bring the objects to this 'special place'. We could also tie in FC4's Shaman and Necromancer as two different people who can perform the ritual to restore the link with the Earth Bones (maybe have to change the Necromancer to a witch doctor or some sort). The ritual would destroy the five objects in the monoliths, but would clear the object on/in the altar of it's curse. If you choose the necro/witch doctor, the weapon/object changes to a darker form and has a more offense-based spell/bonus. If you choose the shaman, the weapon/object changes to a lighter form and has a more defense/healing-based spell/bonus.

Just an idea, feel free to completely throw it out.

I throw it out. The necromancer and Shaman are involved in the bow quest alone, and the monoliths aren't really monoliths, just large stones, set by the crazy man to hide the bow.

The earth bones idea is a good one for the whole of Valenwood, actually, not just the islands. It is way to large for the islands themselves. And Insanity's Soul, being a cursed bow, wouldn't really be appeasing to Y'ffre in that respect. I could always fashion a different object to represent Beast.

If we can put a small Empire Trading outpost on the large island, we could manage the Green Pact extremist Idea.


Alright, somebody can either move this or archive it until we are ready to talk about the Valenwood mainland quests.
17.04.2008 17:36 JAAdventurer is offline Send an Email to JAAdventurer Search for Posts by JAAdventurer Add JAAdventurer to your Buddy List View the MSN Profile for JAAdventurer
FC4
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No need, if you mean the whole thread. Just archive the post itself.

Anyways, I am currently working on the Insanity's Soul quest, so this isn't really my current focus.

However, Raggidman, I would like you to explain the Narmantee to me. Please. PM or otherwise.

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chris 07
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Well if its only for the islands then suppose we do not need an oblivion gate, might be a good idea to mention it and have refugees on the islands though from villages that got attacked on the mainland. Wink
Well for the size of the islands its really too small to put any kind of quest on, I guess we can use the smallest of the islands for a pirate Command Center or something? Perhaps they control the islands on the citizens want you to stop them from abusing them?

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windsurfer
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Why dont you have a go yourself and see what you think would fit on the islands:

You will need the .esm and this:
Islands Taster Release v0.1

I know its a bit old now but the environment its pretty much complete -minus all the nice shiny custom models.
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JAAdventurer
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Do we want more? Is that really a question? Of course we do! It's wonderful! :D

Now, the question is: What do we blend from the old and the new, what do we ship to the mainland, and what do we throw out?

Plus, of course, adding a few more ideas.
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raggidman
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Let's see what others have to say first
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windsurfer
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I'm impressed sounds good raggid. A nice combernation of warefare (ships) and more natural things Narmatee (which I must say you seem very partial to these creatures).

Have you got any reference to this Earth Bones in Lore i'm very poor at TES lore and would like to have a read at some things?
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raggidman
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This post has been edited 1 time(s), it was last edited by raggidman: 19.04.2008 23:57.

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Personally, I have always thought of the Earth Bones as spiritual bodies that hold the world together, along with the Towers (Adamantine, Ur, etc.). And they are not the body parts of Lorkhan.

In fact, unless my interpretation of this has been wrong for years, the Earth Bones are synonymous to the Eight Divines and the Aedra that helped form the world with Lorkhan's trick. Magnus and many others left to become the sun and stars, but those that remained to complete the ritual found themselves destroyed. Their shattered remains became the Earth Bones, the skeletal support of the world they sacrificed themselves to create. The Aedra known as the Eight Divines, and later Nine, are members of this group of Aedra, though whether or not they are Earth Bones themselves I can't be certain.

Also, Raggidman, I don't think the Green Warden should be the lunatic of the Bow quest. In fact, I would prefer that the Bow quest remain separate from the main quest except for the beginning and ends of the bow quest. If you catch my drift.

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raggidman
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Hmm... I wonder something...

I know according to the Bosmer it was Y'ffre who set the Earth Bones in place, setting beings into forms so that the constant shifting of life could end, and stability ensue. I just thought of something on the off chance...

Could Y'ffre be the Bosmeri equivalent of Lorkhan? Lorkhan created the Mortal realm after all, and that brought a realm of stability to those spirits that followed him, and they assumed forms within that realm. Just a thought, could be entirely wrong though.

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The problem with your idea is that it is unproven and un adventured into lore, something we really don't want to get into because we don't know anything about it. Plus Lore buffs will go crazy if we start making our own stuff like that :D
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You got any ideas FLESH. Wish I could contribute more to lore but like I've said before its not my forte (More french FLESH). You could say whatever and I would believe it Eek 1
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My idea is we stay as far away from lore we have nothing to back up with (Y'ffre being bosmer equivelant of Lorkhan). Me and DA once spent a whole night delving deep into such lore, it really went nowhere Tongue
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I still thinking getting the Earth Bones involved, or any serious Lore of that magnitude, is a little over the top for three islands...

And I happen to be a Lore Buff.. member of Forum Scholars Guild actually. There is so little Valenwood lore I think we may very well HAVE to create things.

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I'm all up for creating Valenwood specific type stuff, but the lore I'm saying we shouldn't go near is e.g. Falinesti being one of the towers, and loosing it's tower heart, hence it has stopped walking. Of course this example would have extreme repercussions on Tamriel and thats the type of stuff we should stay away from. Perhaps Y'ffree = Lorkhan is not as extreme but it still seems a bit too far, in my opinion.

And the earthbones are a concept we should probably save for the mainland, but we might link something to it in the islands?

And I'm like you windsurfer, I only know enough lore to get me by conversations like these :D
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quote:
Originally posted by FLESH
I only know enough lore to get me by conversations like these :D


Same here. :lmao: Alright, I'm going to go visit the islands and see if I'm inspired (grabs camera and Bermuda shorts).
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Did we ever have a desion so I can start modding things for the quest. The main quest will start with getting to the island. I like the ship attacked getting washed up on coral idea. Could someone do a bullet point version of the events with info why (to help with script develepment). Also we need a main quest on the island remembering that the islands aren't massive.
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Sounds interesting,keep it up. Good job!
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Maybe the ship and getting washed up doesnt have to be an attack? Just bad seas? For me personally the pirates seem so out of place.

Player boards ship at Anvil after hearing of adventures in the south of Valenwood jungles.

Bad seas cause diversion, shipwreck off the coast of the islands - forcing the player to start from the islands upwards. (As we have no Valenwood at the mo obviously!)

Most crew dead, some passengers and adventurers survive - people who will have been interacted with on board.

Introduced to truley trible people on the islands, each of the survivers could react in different ways. An Imperial could be drawn in, completley embrace them and start living like a savage. An Orc or a Nord and a few others could drift off and try to find a way off the island. (Annoyed they didn't get to where they were meant to be going, thus missing out on jobs/work).

Player can choose to either align himself with the tribe/mercenaries and sort the situation out.

An idea with no Pirates! Rocking Banana
21.05.2008 20:27 Durdain is offline Send an Email to Durdain Search for Posts by Durdain Add Durdain to your Buddy List View the MSN Profile for Durdain
hamroun12
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has anyone played with the idea of divine intervention yet? seems like a reccuring theme in the game. how about this god is searching for something on the island, a end to civilication kind of artefact that would end civilization and we would all become tree luving hippys, defending is a god of stone, who's priest would seek your help. secret sect? or creaters of the tree marble architecture? lots of catacombs under the island, and so to blurr the line, there would be no good or evil, just nature versus man. leaving a lot of stuff to explore philosophicly the god of stone against the goddes of nature? and some cool ass armour and weapons with maybe a unique script effect on the weapons, and a choice for reward equipment

and please a choice of sides would be amaazing :)

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This post has been edited 1 time(s), it was last edited by hamroun12: 03.06.2008 17:14.

03.06.2008 17:13 hamroun12 is offline Send an Email to hamroun12 Homepage of hamroun12 Search for Posts by hamroun12 Add hamroun12 to your Buddy List View the MSN Profile for hamroun12
Durdain
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For me, thats still a bit too grand for the islands, artefacts that end civilisation are a bit too huge for these islands to bear in my opinion.

Perhaps could be ported into the actual main quest if thats ever realised.
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Deeza
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Hi, I'm new here. Pleased to meet you all.

Just my two pennies on this, for what its worth.

I agree with the guys who were saying that something so epic seems a bit too big for some small islands. Plots to destroy the world seem to happen every other week in Tamriel, so I suspect that something a bit more understated would actually stand out more

I think the shipwreck is an excellent idea - but more than that: it could actually be the trigger for the events that launch the quest. A large-ish group of visitors on small, remote islands would be a big event and possibly quite disruptive to society. Look at what happens to small island communities all over the world when missionaries, armies arrive etc.

The main quest could be all about the interaction between the shipwreck survivors and native inhabitants of the islands. As one of them, you'd have no choice but to participate, other than swimming for it, because you would have fast travel off of the islands locked until you reach a certain point in the main quest.

Some suggestions:
1. Building the ship wreckage into beach huts castaway-style (player sent to gather driftwood, encounters new creatures for the first time in a scripted fight)
2. The Player is sent out to explore the island
3. Contact is made with the tribe
4. All sorts of craziness ensues...
5. Misunderstandings (fight depending on how you handle the conversation)
6. Finding an appropriate trophy or gift to smooth over tensions
7. Player becomes the leader of survivors by dealing with tribe BUT this leads one of the other passengers to start to question your authority...
8. An enterprising Nord (master boat-building culture) starts to make a raft...
9.... but that would mean cutting trees down, which is a giant no-no for the Bosmer

But then you find out that some other foreigners have been there for some time.... dun! dun! DUN!!!

10. There is an ancient treasure hidden deep beneath the islands, and these ruthless survivors of another shipwreck will do anything to get it.
11. Player must side with the villains/entrepreneurs or with the tribe
12. Player either maintains or loses control of the survivors to his rival, who wants to side with the villains/entrepreneurs
13. Final fight. Either way you gain access to a boat, which enables fast travel back to Cyrodiil or to the mainland of Valenwood.
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hamroun12
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ok mayb that is a bit grand, but about the last battle will there be a choice of sides? if u side with the islanders a forest ambush maybe? and if you side with the pirates a beach landing or naval battle. may catapults on the boats to bombard the beach till they come or you land? as seen in midas magic lol

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04.06.2008 08:04 hamroun12 is offline Send an Email to hamroun12 Homepage of hamroun12 Search for Posts by hamroun12 Add hamroun12 to your Buddy List View the MSN Profile for hamroun12
Durdain
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Like it a lot, sounds extremley fun and well worked out. Choices are always great, not sure about the hidden treasure as thats a bit convulted on top of the culture shock of arriving at the islands. Another ship wreck party which are still there sounds fun though.
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Deeza
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Yeah the treasure might be a bit too much come to think of it.

But we will need some other reason then for the other shipwreck group and the tribe to want to fight each other. Can you think of anything? Perhaps they took hostages from the tribe so that they could demand food and help building a boat to get off? Perhaps the tribe shot some of them when they arrived?

IDEA!

Perhaps both of them have a different story. That would make the choice even more important - you have to try to work out who's lying. We could even make it so that you're never quite sure who the bad guys really were even after everything's finished. I think its important that neither side be too obviously evil, and both have hidden motives. Makes it a real, actual moral choice deciding who to side with if you have to go on your instincts rather than finding out afterwards whether you were right or wrong.



I can work it out in more detail if you'd like, but I'm going to be very busy for the next couple of weeks so I wouldn't be able to do it in too much detail. I'll definitely check back here every once in a while though if I think of anything.

hamroun 12: about the last battle will there be a choice of sides?

Definitely! So it would really be two battles depending on who you pick (forest ambush sounds good btw for the tribe - the other guys would probably attack the village head-on). My point was that whichever side you pick, once its over you get hold of a boat and a way off the island.
04.06.2008 18:38 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List
Durdain
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Well theres not much of a deep forest for ambushes as far as I'm aware on the islands so the ambush would be even more difficult to script beliveably than if we had an actual dense forest like on the mainland.

The dispute between the shipwrecked and the tribe could go either way, some of the survivors are amazed by it and go savage (I think there could be some funny dialogue here) but most should refute the tribe and go and set up an adventurers base in a cave or something. (I'm thinking they are adventurers, typically nords and orcs that got on the ship to find loot in the first place). The player would travel the short distance to the main hut on the islands with the other adventurers and after a short arguement the mercenaries march off to set up the cave and the player can either stay in the local inn or go to the cave. In a plan to get off the island, maybe after a day or two, the mercenaries decide to commandeer the fishing boat on the islands (There is only one I believe) the only way they know how and kill the fishermer who serve on it. They then escape to the mainland. The player should have an active part in this though and maybe as a sign or complete disrespect for the tribe is made to steal a precious headress or something from the cheif. (If they have a cheif I mean...).

The other way of doing things could be more patient and allows the player to become friends with the tribe and maybe through a series of 'test's eventually earn enough respect to be ferried across peacefully. By 'test' quests I mean go and kill a vicous panther or retrive a lost goblet from the spider cave, something along those lines. After two or three of these quests you can be on your way. Of course we have no mainland yet heh...
04.06.2008 22:01 Durdain is offline Send an Email to Durdain Search for Posts by Durdain Add Durdain to your Buddy List View the MSN Profile for Durdain
Deeza
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quote:
Originally posted by Durdain
Of course we have no mainland yet heh...


Don't worry. The hardest part is always getting started. When I first got here I was surprised that you'd got as far as the islands. If you're able to do that the rest will follow on.

So, we have an island with only one way off - a fishing boat that belongs to the tribe. Whatever you do, its all about getting hold of that boat one way or another. Obviously, the tribe doesn't want to give it up.

So, after the shipwreck, the survivors split into factions:

1. The adventurers/mercenary types, who find a cave to hang out in and decide the best way to escape is to fight the tribe.

2. The people who go crazy/survivalist, make primitive weapons and start living off the land (you're right, could have some funny dialogue with that one).

3. People who want to try to find a way to bargain with the tribe for the boat (they may genuinely be friendlier or think that an attack would be too risky).

I think a few people should join each group, so that whatever you choose to do you'll have some backup. It's a personal preference, but I think it makes quests more immersive if you don't always do everything on your own. It would also give us a chance to develop the characters more if you spend more time with them. We could play some bits of it for comedy by having some really unlikely people like city bureaucrats and shopkeepers trying to be adventurers or survive at all costs.

It's the player's choice who they decide has the best plan to get off the island. Eventually, of course, there would be a fight somewhere down the line. If you join the adventurers/mercenaries then the attack is on the village to steal the boat. If you're trying to secure places on the boat with the tribe then you'll have to stop the attack of your fellow survivors.

On the other side, the tribe could have a disagreement on whether to ferry the survivors across just to get rid of them, and the others who just want to get at the loot that they think will be in the shipwreck.

This post has been edited 1 time(s), it was last edited by Deeza: 05.06.2008 07:28.

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Silgrad Tower: Oblivion » Beyond Cyrodiil » Valenwood » Valenwood Development » Valenwood Quest Dev » Island Main Quest.