[WIP] Just Better Werewolves

Post » Wed May 16, 2012 3:12 am

[THE SCOPE]
Werewolves. They're pretty cool- no doubt about it. But, when it comes down to it, they're pretty basic. Once a day, you can transform into a werewolf for 180 seconds and feed on your victims to stay transformed for longer. I really like how that system works- it's brilliant. But I, and I hope you would agree that many other people would rather be able to transform and revert at will.
Feeding on your prey, it serves as a health restoration process and a way to stay transformed for longer. But if you can stay transformed until you (as the one in control) revert, what is the use of feeding then? Well, let me tell you. But your ideas would be great too!

[THE WEREWOLF SYSTEM]
It's simple. The more you become a werewolf, the more you feed (and who you feed on) will make you stronger. You will gain extra abilities and powers. So for example, 180 feeds bring you to Tier 1, 500 feeds brings you to Tier 2, and 1000 Tier 3 and so on an so forth. I will expand on the Tiers when I get more ideas and inspiration.
Tier 1
You unlock the ability to use certain spells and items while transformed. You learn night eye and gain a toggle-able sense-life ability.

Tier 2
You unlock special abilities such as bounce (jump really high) and sprint across water.

Tier 3
Your werewolf form powers are available when you are not transformed and you can call forth your super strength, speed and agility in times of need instead of transforming, but only for a certain amount of time. But when you use this ability, NPCs will be able to tell you're not normal, as your appearance changes (similar to what happens to vampires).
[WEREWOLF CLANS/FACTIONS]
Expect to see NPC Werewolves in the game, whose rank is based upon their Tier. Perhaps an entire faction dedicated to teaching werewolves new and unheard abilities.

Anyway, this is just a brief outline and a on-the-whiteboard of ideas and will expand with community input and with my imagination.
EDIT: Spelling, +information, +ideas

MnM
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rheanna bruining
 
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Post » Wed May 16, 2012 3:23 am

Great idea! I like it!

It would be nice to have options like "change at will". All the rest is really exciting and I would like to see this.
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latrina
 
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Post » Tue May 15, 2012 6:37 pm

Yeah a way to level up as a werewolf would be cool.

As regards to tier 3 and people being able to identify the werewolf, i dunno, in a world where magic exists to such a degree i'd imagine a spell/ability would've been made in order to disguise oneself from mere mortals.

In any case i like the idea.
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Kanaoka
 
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Post » Wed May 16, 2012 6:07 am

Yeah a way to level up as a werewolf would be cool.

As regards to tier 3 and people being able to identify the werewolf, i dunno, in a world where magic exists to such a degree i'd imagine a spell/ability would've been made in order to disguise oneself from mere mortals.

In any case i like the idea.
Only if the said werewolf is drawing upon their beast blood to enhance strength, speed and agility. If they are just wandering around in the city, without using the Tier 3 ability, they will be inconspicuous. It's not a complete "oh you're a werewolf but you're not, you're human but you are omg" thing, it's more like "woah you look terrible today, I'm going to like you a little less. That potion that costs 10 gold? Well now it's 15." A Tier 3 werewolf is extremely strong, as they can use their werewolf strength, etc, without transforming (but only for a limited time).
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Sammie LM
 
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Post » Wed May 16, 2012 12:59 am

Will we be able to feed on wild animals?
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Laura Tempel
 
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Post » Tue May 15, 2012 8:10 pm

As a huge werewolf fan, I have some suggestions, which hopefully are simple to implement but will help greatly.

1) Do werewolves receive stat boots in human form? They should. Obviously not as strong as when transformed, but more Health/Stamina than a regular human.

2) I know EVERYONE has the same jump/speed stat, and this seems to be extended to werewolves. If this can be changed in the CK, werewolves need to be able to run faster and jump higher. I saw one video where a werewolf could not jump over a waist high stone fence.

3) It also seems that werewolves couldn't sneak. I could be mistaken, but this needs to be changed as well (and a huge stealth boost goes without saying)

4) Health also did not seem to regen. Even in combat, a werewolf's health should regen at least a little bit. Maybe this effect is taken care of when you feed, but I feel like they should be somewhat like trolls...slight health regen all the time. In Bloodmoon, you simply needed to feed once a night, otherwise you would take a stat debuff. This seems better to me.

5) 180 seconds transform? How long does this translate to in game? I think at least 5 hours in game is the absolute minimum. I don't think you should need to feed to maintain your transformation. What if you are just roaming the countryside?

EDIT: I see that you have included some of these ideas, to a degree, such as the "bounce," but I firmly believe that things like improved jump/speed/nighteye/life detect should be inherent, and not need "kill levels." Just my opinion.
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Jhenna lee Lizama
 
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Post » Wed May 16, 2012 2:16 am

maybe at higher levels natural creatures refuse to attack you out of fear?
just an idea
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chloe hampson
 
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Post » Wed May 16, 2012 3:22 am

(Copypasted form other thread ) What I'd like to see : Changing with moon phases (It's a curse, not a power damn it ! ) , Werewolf form dependent on how strong human form is (level , perks , etc) , buffs at higher levels, quests only for werewolves , werewolf guild
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dean Cutler
 
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Post » Tue May 15, 2012 6:53 pm

I agree with Luchetto with it being a curse and should have some curselike effects. Forced changes during mooon cycles, or even after acouple days if you haven't killed anything as a werewolf you become weakened and eventually change automatically until you kill something or someone. Feeding on animals would be great as well. Maybe some passive stats like 20 health and +20% health regen as some human form bonuses. Also a weakness to silver weapons. I really really like the werewolves in Skyrim but would like to see some more uncontrollable effects like those above. You can't always control the beast within!
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louise tagg
 
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Post » Tue May 15, 2012 10:19 pm

It'd be nice to have some measure of risk or a price involved, but I'd still like it to be more in favour of the Boon than the Banes.

In the frame of mind of "okay, thats somehwat irritating, BUT I CAN BE A [censored] WEREWOLF, [censored] YEAH!"
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Katie Pollard
 
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Post » Tue May 15, 2012 4:50 pm

Without a doubt, more than anything else I'd like to see some more control. Not necessarily explicit power buffs, but just more control.

Allow me to shift out of werewolf form at will (still only use once/twice per day as current); perhaps usable only outside of combat? So you can't just shift out "when you're blood is up."
Allow me to sneak. You don't really need to modify stealth while in wolf form - you're naked, remember? If you have any perks in stealth + nudity = extremely good stealth as is.
I'd like Feeding to heal you a lot more than it does, actually. It leaves you extremely vulnerable for an extended period, so it should heal you significantly. If the wolf buff is hugely extended in duration (or made indefinite) then this makes a lot of sense, as you're not gaining shift time by feeding anymore.
Jump. I don't need a better jump ability, but I'd *REALLY* like to see the basic wolf form jump 2x a regular jump.

That's really it.

Anything else is gravy - or, perhaps even too much, but that's just my opinion.
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Stat Wrecker
 
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Post » Tue May 15, 2012 7:43 pm

Slight spoilers ahead, not hiding it because its not a huge spoiler



My opinion is that you should only be able to transform once a day and on certain days have a forced transformation UNLESS (for both) you are wearing hircines ring, since it already lets you transform more than once a day and since the whole purpose of the ring is around giving you control i figure removing forced changes would fit in alright, not sure how hard it would be to mod, but i've see other people do similar.
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Luis Longoria
 
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Post » Tue May 15, 2012 8:08 pm

What I was thinking is a few more of the powers from Morrowind, first person view, and bringing back forced transformations when the moon is full like in Daggerfall. Maybe change feeding to give health regen really fast as opposed to just a little bit of healing.
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Latino HeaT
 
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Post » Wed May 16, 2012 2:22 am

Be nice if you could change and stay that way.. and loot things.
I mean.. your stuff is still magicly in your 'inventory' even after changing, why can't you loot stuff? >>
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Max Van Morrison
 
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Post » Wed May 16, 2012 6:57 am

I really hate being unable to loot things >.<
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Isaac Saetern
 
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Post » Wed May 16, 2012 6:55 am

transform and revert at will

I posted this in another werewolf thread already, but my suggestion was to have that available at some rank of experience. At first it's like the game has it, but as you become more experienced, and thus become more familiar with your condition, you could eventually learn to control it - basically a kind of perk or special ability you'll eventually earn after some period of time/kills/number of changes/whatever you feel like. Just tossing that out there for your consideration.
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phillip crookes
 
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Post » Wed May 16, 2012 8:08 am

I was on the same thread as JCSpencer and i proposed a perk tree fully dedicated to being a werewolf. Abilities could be things such as:

Transformation (multi level / first tier is automatically filled by default) - You gain the ability to transform into a werewolf. Each additional rank grants an extra transformation per day. Final rank grants unlimited transformations a day.

Animal Instinct - In werewolf form you gain night eye and detect life abilities (toggle-able)

Creature of the Night - You are harder to detect during the night.

Dread Howl (multi level) - Howling has a chance of making enemies flee in fear for X amount of time. Each additional rank increases chance of fear to succeed.

Leader of the Pack - Wolves will not attack you and will aid you in battle if near by.

Savage Speed (multi level) - Claw attack speed is increased by X amount and Sprinting speed is increased by X amount. Each additional rank increases speed.

Savage Strength (multi level) - Claw attacks deal X amount of extra damage and jumping height is increased.


These are just a few perks I could see being beneficial to a werewolf.
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Racheal Robertson
 
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Post » Wed May 16, 2012 3:56 am



3) It also seems that werewolves couldn't sneak. I could be mistaken, but this needs to be changed as well (and a huge stealth boost goes without saying)

Since when have werewolves ever been sneaky, in any case? The only time I have ever seen "sneaky" werewolves is when they are hopping rooftop to rooftop stalking prey, but in almost all cases of werewolves in books and movies (NOT including those stupid non-anthro people who change into wolves) are pretty loud and brutal. I don't think they should get any stealth bonuses nor should they really be able to sneak. Werewolves are about run-and-gun brutality and loudness. What you want is a wolf-like race of people, not werewolves. Do some reading!
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Breautiful
 
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Post » Wed May 16, 2012 6:48 am

I really like this, OP.

I would definitely get this mod.
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Harinder Ghag
 
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Post » Tue May 15, 2012 7:50 pm

My werewolf system


- werewolf able to eat anything, some things give more health than others.

-Werewolf should have a walking on all fours animation

-Werewolves should have intimidating breathing sound with a lot of bass in the sound. Similar to deathclaws of fallout 3 and new vegas.

- other werewolves should recognise that I'm a werewolf when I'm in human form.

-wolves should not attack while in human form

-There should be a level up system as a werewolf seperate from your characters human form. In example, your character can be a level 20 in human form but starts off as level 1 in werewolf form.

-new abilitys and perk tree if possible.

-werewolves should have more hp as you have it longer

-damage should get stronger when werewolf levels up

- button for execution so you can execute at will.

- werewolves should slowly regenerate health in combat.

- werewolves shouldnt be able to pick up any silver items, with the exception of quest items that are silver if any.

- random savage werewolves that appear at night that are unable to take human form again.

- savage werewolves can give you werewolf disease.

- if you have the disease the player automatically turns at a certain time at night uncontrollably. Basically the same system as the bloodmoon expansion from morrowind

- werewolf clans, that live in secluded huge caves. Caves are modded in.
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Sarah MacLeod
 
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Post » Tue May 15, 2012 5:18 pm

Will we be able to feed on wild animals?
Yes, although they won't count towards the werewolf tier-upgrade. That would be silly :P

As a huge werewolf fan, I have some suggestions, which hopefully are simple to implement but will help greatly.
SNIP
I agree, in most western lore (if you can call it western), werewolves that are not transformed do gain a strength bonus. But what about TES Lore? From the books I've read in game, it seems that they do not. Anyone know any good books about werewolves in-game? Health won't regen- werewolves, I believe are unable to effectively heal themselves in TES without the blood of another. It would be a little OP if they did regen by themselves, I think :)
The 180 second thing can be prolonged indefinitely if you continue eating people. But I'd personally prefer the controllable werewolf transformations.

I agree with Luchetto with it being a curse and should have some curselike effects. Forced changes during mooon cycles, or even after acouple days if you haven't killed anything as a werewolf you become weakened and eventually change automatically until you kill something or someone. Feeding on animals would be great as well. Maybe some passive stats like 20 health and +20% health regen as some human form bonuses. Also a weakness to silver weapons. I really really like the werewolves in Skyrim but would like to see some more uncontrollable effects like those above. You can't always control the beast within!
Werewolves are weak to silver already :) The only problem with moon cycles, is that, from a designers viewpoint, just annoying for the player. They don't want to be forced to do anything, especially in the middle of town at night when they randomly turn into a wolf. Of course, this would add an element of "oh crap, it's almost night. Gotta get indoors and chain myself up so I don't kill my mum." I like the idea of after a certain number of transformations, you can control it. But we'll see! I'll test out both ways, and get back to you :) (when the CK comes out :P)

Without a doubt, more than anything else I'd like to see some more control. Not necessarily explicit power buffs, but just more control.
SNIP
If you look closely, werewolves actually jump about 2x the regular jump. It doesn't appear as much, because, well, they're 3x the height of a regular Imperial :P
Trying using the werewolf fear shout before feeding- that was good design by Bethesda IMO.

I really hate being unable to loot things >.<
Me too man. First thing I'm going to change, after a certain number of feedings/transformations though.

I posted this in another werewolf thread already, but my suggestion was to have that available at some rank of experience. At first it's like the game has it, but as you become more experienced, and thus become more familiar with your condition, you could eventually learn to control it - basically a kind of perk or special ability you'll eventually earn after some period of time/kills/number of changes/whatever you feel like. Just tossing that out there for your consideration.
Great idea. Actually, if you've played Nekhanimals Vampire Mod, then you will understand where I'm going with this. Pretty much, the more you embrace yourself as a werewolf, and the longer you spend transformed, the stronger you get with it.

I was on the same thread as JCSpencer and i proposed a perk tree fully dedicated to being a werewolf. Abilities could be things such as:
SNIP
Fantastic ideas! Keep them coming! :)

Since when have werewolves ever been sneaky, in any case? The only time I have ever seen "sneaky" werewolves is when they are hopping rooftop to rooftop stalking prey, but in almost all cases of werewolves in books and movies (NOT including those stupid non-anthro people who change into wolves) are pretty loud and brutal. I don't think they should get any stealth bonuses nor should they really be able to sneak. Werewolves are about run-and-gun brutality and loudness. What you want is a wolf-like race of people, not werewolves. Do some reading!
Werewolves are stalkers of the night, in most lore. But they are uncontrollable and brutal, so they just forego being silent, right? I reckon it would make sense to be able to sneak. But I definitely agree 100% on the run-and-gun brutality of them, it's a different game when you transform into a werewolf. Maybe, just an idea, the way you evolve as a werewolf changes on how you use them. If you're always sneaking around as a werewolf, you lose strength (health fml they removed attributes) but gain speed and stealth. Maybe appearance could change too, depending if the CK is -that- awesome.

My werewolf system
SNIP
You have to drink the blood of a werewolf to become one, I think (according to the companions, anyway). Are Skyrim werewolves different from Morrowind ones? Werewolves walk on all fours while sprinting (I worded that terribly haha). I agree about their breathing sound. As for other werewolves recognising, it would depend on how old the werewolf is (or how strong it is). I can picture a werewolf hunter becoming a werewolf so they can just smell out the others. Cool RP right there. Wolves aren't werewolves, but I get where you're coming from. I'll have to brainstorm on that one! :P
The level up system idea is similar to the Tiers. But it would be harder to implement an actual level-up system, based on the previous construction sets. New abilities and perk tree++++ great idea. I will look into that!
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Cody Banks
 
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Post » Wed May 16, 2012 7:06 am

Continuing with my earlier idea, and addressing the arguments suggesting werewolves aren't good at sneaking... Maybe that's tied together? Until you gain experience and a certain amount of "comfort" with your condition, maybe the more control you gain over the change, the more control you gain *while* changes as well. You are not a wolf, but certainly you do gain some wolf-like abilities. You are also sentient. It seems like a reasoning sentient being could put to use his or her new abilities for things like, say, stalking. And stalking requires you to be pretty sneaky.

But... that said, maybe it would be best to leave that to the game's already present sneaking abilitiy, since either way, you get better the more you do it.
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Heather Stewart
 
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Post » Wed May 16, 2012 5:29 am

Allow werewolves to sneak, using the characters sneak skill as is. This leaves flexibility for the player to have his/her werewolf as the player decides. No bonuses, no penalties, so a stealthy character will more naturally slip into a silent stalker of the night, whereas a brash warrior will more embrace in-your-face chomping.

Best not to force players into too narrow a mold, particularly given how widely varied the lore is.

Edited somewhat for clarity.
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glot
 
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Post » Wed May 16, 2012 12:59 am

This will make it possible to get the curse without having to join the companions guild right?
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Nadia Nad
 
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Post » Tue May 15, 2012 8:06 pm

I had to mentally correct myself after my post as I do realize werewolves would have some sneaking abilities if they were in control of their actions as a sentient and coherent being. I like the idea that depending on what your skillset is in human form and what you use, your werewolf form would adapt to that and you'd maybe gain sneakiness and other cool abilities, or if you're a brute you'd gain speed and damage buffs. Merely suggestions though, not hijacking OP's thread.

I'd be willing to add in my input and expertise with modding to help with this, though. My skills include: texturing, modeling, house/structure building, working with the worldspace, creating races, writing and drawing. Being a professional artist has it's perks.

EDIT: Might I also suggest that, in the spirit of World of Darkness, you look at adding a system where the more you murder people the more you go feral (lose control). There was a system like this in VTM Bloodlines for vampires. The more they murdered people, innocents especially, the more feral they became.
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Tiff Clark
 
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