[REQ] Skyrim extended

Post » Wed May 16, 2012 5:01 am

Skyrim Extended:
This is my idea for what Skyrim desperatly needs, an extension. Normally I would write a very long introduction to my post and what not, but I think that it would be best if I just present my idea in the shortest and most precise way possible, so here it is, very badly organized, my concept of what skyrim really needs:
Leveling Extended:
Skyrim just feels short, even it's leveling does too. It could really benefit from an increase in level cap, two perks per level up and a lot more perks per tree. Example- a Smithing perk that allows you to smelt one piece of ore into one ingot. I'll leave these up to the modders, but you understand the general concept, more perks that have utility. Skills would also level up a bit slower and would not be as grindable.

Crafting Extended:
Working on the previous point, crafting skills shouldn't be as grindable as they are. The quallity of an item/potion/enchantment should dictate the ammount of progress it gives, so that we don't end up with an inventory filled with iron daggers and leather bracers with enchantments on the. Moddern will figure out the proper numbers for this stuff.
Smithing: Every item would take a certain time to smith, with a small bad filling up showing you the time, it would be balanced as to not be tedious, and it will eliminate grinding.
Alchemy: Same for potions, they take some time to be done, though you can leave potions to "cook" and retrieve them later, the ammount would be set by your skill level, someone with 100 Alchemy could leave like 10 potions to "cook". The time again would be balanced, low grade potions can be instant.
Enchanting: The UI runs in flash, right? Then we can have a small minigame that you would have to win for the enchantment to work, if you fail you loose a soul gem, or the soul gem degrades to a lower soul quallity.
Along with anything else modders come up with really.

Lycantropy Exntended:
Werewolves are awesome, and they could be so much more awesome. Stuff like forced transformation when the moon is full, forced feeding on flesh while in wolf form at least once a week, otherwise you get debuffs like slower stamina regen, no health regen and so on, modders will figure this part out. The other thing I think needs to be changed about being a werewolf is that it's pretty much the same for everyone, doesn't it make sense for you to morph into a combination of your normal form and a wolf, instead of transforming into a generic wolf thing. Feeding on large animals goes without saying. Specific models for werewolves for the different races, with different bonuses would be amazing, I've even worked out a few that I think would be good:
Altmer - Slender werewolf of normal hight, but slightly thinner. Coat of a dirty golden color, with elf ears. Lower melee damage but all attacks deal magicka damage, some of the magicka damage dealt is returned as health, or something else to emphasize their magical nature.
Argonian - Werecroc. As a beast race they can stay in were form for much longer, they have waterbreathing and fast health regeneration.
Bosmer - Smallest werewof form of all the races, slightly faster, special abillity is that all natural animals are treated as friendly and will aid you when attacked. Light brown fur with long ears. If it is doable they should be Werevultures.
Breton - Wereboar. High magic resistance.
Dunmer - Dark blue fur with prominent red eyes and elf ears. Lower melee damage, but all attacks have a chance to do elemental damage, which ties into their love for the Destruction school.
Imperial - Werebear. Takes slightly less damage, or something.
Khajiit - Werelion. Faster and jump higher, automatic night eye, as a beast race they can stay in wolf form for longer.
Nord - Largest werewolf, white fur with prominent blue eyes. Immune to frost damage and all attacks have a chance to make the target run in fear.
Orc - Werebear. Chance to do critical hits.
Redguard - Wereboar with longer fur. Can run slightly faster and deal slightly more damage.

Vampirism Extended:
There are many mods in the works relating to Vampirism, but I still have to mention it. Modders will take care of this so I don't really have to say much, possibly some choice of clan with different bonuses for each would be cool.

Combat Extended:
Mainly stuff that was modded into Oblivion but also a few new things. Deadly Reflex should make a return. We also need third person animations in first person, of course rigged so that they would work. This would also allow us to see a body when we look down.
People are always talking about ways to jazz up the combat, but I wanted to chime in with the third person animations in first person thing. It is just awkward to see two swords on both sides of the screen and then zoom out to see a character holding the weapons nothing like that. Throwable weapons as well, we are in a viking like setting for crying out loud.
And a new button for blocking, so that we can dual-wield block. With a shiled you would just preform a quick bash with the current block key, with two handed weapons it could do a pommel strike.

Guilds Extended:
They quests are just too damn short. And that's because Bethesda are cattering to lazy, ADD console kiddies. Why couldn't we have some stellar low tier quests for the guilds to pad out the space between newbie and master. Here are some concepts:
-Companions: Take a two shield brothers (from the lower ranking ones) and go take down a large giant camp outside Whiterun. Go stop a giant skeever infestation at the Black-Briar meadery and so on.
-Theives Guild: Have to seduce someone to steal their clothes when they get naked for six, option to have six with them, then slip out while they are asleep, have to give someone a gift, then steal it and plant it on someone, then tipoff the guards. When guild master, have to do administrative stuff, like bailing thieves out of prison, supplying the guild with gear and stuff like that, can recruit people into the guild.
-Dark Brotherhood: Have to push a thane off his balcony in Solitude, have to swim out into the lake/sea to puncture a hole in a small boat to kill someone like that, have to lure someone into the wilderness and get him eaten by an animal, have to use a Frenzy scroll to get someone killed by the guards. Same administrative stuff, can rectuit people into the brotherhood as well.
-Mages: Hunt down artifacts, learn unique enchantments and so on.
-Blades: Can bring anyone to Delphine to reform the blades, no restrictions. Can pay some steward somewhere to clean up and furnish the place.
And many other things for all the guilds, I'm just trying to share an idea for a deeper, extended experinece. Stuff that should have been in Skyrim on release.

And because this is already way too long, just stuff like this you know, in this spirrit, that would make the game deeper and more rewarding, not to mention longer.
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Jesus Lopez
 
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Post » Wed May 16, 2012 8:21 am

Bump.
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chloe hampson
 
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Post » Wed May 16, 2012 4:42 am

I don't necessarily like the werewolf extensions. You look like a Wolf because it's a curse from Hircine, the Lord of the Hunt. The Saber-Cat modification might make sense for Khajiit, as sabers are part of the hunt, but Hircine's principal animals are wolves. All races transform into wereWOLVES, cursed/blessed by Hircine, and become avatars of the Daedra Prince's will. You're a werewolf. You're no longer a Nord, or an Altmer, or a Redguard. You are a Werewolf and a servant of Hircine and cursed to join the Wild Hunt 'lest you cure yourself before your death.
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Richard Thompson
 
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Post » Wed May 16, 2012 7:29 am

I don't necessarily like the werewolf extensions. *snip*
True, I was thinking about that stuff before I started figuring out the different race's version of a werewolf. If it was trully so, and Hircine dictated your shape entirely, and didn't just force wolfish features on you, why are we werewolves, and not just large wolves.
Think about it, think how the transformation looks, you don't magically poof into a werewolf, you morph into one, very painfully, you take on certain aspects of the wolf, while still retaining yours (in vanilla it's just being humanoid).
And again, if it was Hircine just forcing you into the shape of a hunter, we would all be giant wolves, not werewolves (were=man, wolf=wolf). Plus it's rather stupid for an Argonian to grow fur all over, loose his tail and so on, I'm not saying have entirely different monsters for every race, still a werewolf, a combination from the man that was and the wolf that is.
P.S. The reason this isn't already in the game is that Bethesda are lazy.
P.P.S. If the wolf form does not retain certain aspects of the "were" (man) formm then all Werewolves would be the same, and that would make for a pretty boring hunt, if you have a giant pack of identical dogs eternally chasing prey. And as a deadra, Hercine would probably grow bored of watching one million identical twins all doing the exact same thing in the exact same way. As with everything, a lack of diversity breeds a lack of interest and renders the point of the subject at hand moot. Why would you have an eternal hunt for what ammounts to an army of clones.
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Mashystar
 
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Post » Wed May 16, 2012 10:21 am

Sorry for the double post, but this one deserves it's own.
I did a little bit of checking up, yes my concept is a bit flawed, in that I only account for wolf types, I will edit the post promptly, here is what I could gather from a lot of lore:
Altmer - Werewolf
Argonian - Werecrocodile
Bosmer - Werevulture
Breton - Wereboar
Dunmer - Werewolf
Imperial - Werebear
Khajiit - Werelion
Nord - Werewolf
Orsimer - Wereboar
Redguard - Wereboar
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Prohibited
 
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Post » Wed May 16, 2012 11:56 am

Personaly I like the idea of each race having a slightly different werewolf form
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Michael Russ
 
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Post » Wed May 16, 2012 12:12 am

Personaly I like the idea of each race having a slightly different werewolf form

I do too.
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Hot
 
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Post » Wed May 16, 2012 12:13 am

Hircine doesn't care what race you are when he curses/blesses you.
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louise tagg
 
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Post » Tue May 15, 2012 10:28 pm

Hircine doesn't care what race you are when he curses/blesses you.
Aye, he doesn't, but it does still matter. Again, he isn't some stupid minor dremora, he is a Deadra prince, he gives you a curse of beastdom within, of bloodlust, NOT of being a generic wolf regardless of previous form.
He doesn't curse Argonians with being Werecrocs, they just become such when they recieve the curse/blessing, read up on the lore my friend and you will understand ;)
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ONLY ME!!!!
 
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Post » Wed May 16, 2012 10:28 am

I too like the race specific werewolves - especially the were-crocs/sabre cats. But I don't like the were-boars, vultuers etc. Maybe something like:

Imperials- Werewolves that take less damage
Nords/Redguard - Werewolves that do more damage
Bretons - Werewolves immune/highly resistant to magic
High elves - Wolves that deal magicka damage
Dunmer - Wolves that deal elemental damage
Bosmer - Natural animals are friendly and will fight in your defence

Just my 2 cents :)
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Lucky Girl
 
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Post » Wed May 16, 2012 10:55 am

Now for my two cents

I understand what your saying I really do, I am still curious where you are getting this lore, because a lycanthropy curse is not based on your race but more of what infected you, even in Elder Scrolls Lore, ever play Daggerfall, the only game that I know had more then just werewolves. So know when you get infected you shouldnt become a Werecrocodile, Werevulture, or even a Wereboar because you have been infected with the werewolf strand of lycanthropy not the werecrocodile strand, it is a curse, a disease if you will. BUT I do whoever agree that it would be nice to have different textures based on your race, it is nice to have a different look every now and then, but nothing else should change, they should just appear more scaled or furry based on race, but still be werewolves.
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Bambi
 
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