Skyrim needs at least one thing for hardcoe RPG players in a

Post » Mon Jun 11, 2012 10:30 pm

I've played skyrim 400 hours plus. Now, its a brilliant game and i spend 95% of my time on these forums defending it from peoplewho claim the game is broken. Anyhow, the thing that can't be argued is the streamlind RPG elments.

I think if at least one DLC could give us some hardcoe RPG elements i'd be happy.

With that said, i'd like to see all the focus be directed into being a Captin of a ship. I think a lot of RPG elements can be applied to this idea. For example, imgaion there are countless ways to upgrade your ships from weapon systems, sales, storage crew department, ect. Also, you'd have to recruit talented crew members for varies task, deal with crew turmoil, and management of pay and moral.

The seas could have pirates, sea mosters and violent storms which would require a strong up dated ship to survive. The stars could be the map. You'd have to track your course by them. Imagion that there would be 30-50 islands and if all the land mass would be put together it would equal half the size of Skyrim itself. The islands could have various tribes and a few notable cities.

To kill bordem of the vogue itself, there can be various types of crew activities to occupy the time.

I know it will never happen, but if it did, i think i'd have a heck of a lot of fun. Imagion, having ship raids or rolling up on a ingiounes town with a crew of 15-20 mates, and raiding and looting the spoiles from the town, all while having to manage your way to have an effective crew and ship. And you could even start out modest, like a fishing boat or a transport ship and work your self up to a full blown war ship that could handle crushing storms that no ship captin would dare to tread.

I'd have fun, would you?
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BRIANNA
 
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Post » Mon Jun 11, 2012 6:20 pm

So basically a Pirates of the Carribean: The Ghost Sea DLC?
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Josephine Gowing
 
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Post » Mon Jun 11, 2012 2:03 pm

I'd rather see all/any of the following, if you're looking for RP depth:
  • meaningful dialogue with actual choices and consequences
  • NPC recognition to your alignment/status of guild
  • quest variety aside from kill [this] or fetch [that] (here's where we could incorporate some sea-stuff)
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His Bella
 
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Post » Mon Jun 11, 2012 4:55 pm

you know, you're idea is great.

and, it's what i expected in skyrim, except, applying it to having my own hold/fort/town, etc. i'm sure you know how long people have been asking for such gameplay implementation.

being able to recruit, manage, upgrade, etc. Tons of options and customization. construction of quests.

i've always been an advocate of combining rts, rpg and sim-like mechanics.

i want it all.
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Ryan Lutz
 
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Post » Mon Jun 11, 2012 9:01 pm

So basically a Pirates of the Carribean: The Ghost Sea DLC?
lol, never played a Pirates of the Carribean game. Does it play like this, if so, then it would be weird having this type of gameplay in Skyrim.
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Nuno Castro
 
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Post » Mon Jun 11, 2012 11:37 pm

you know, you're idea is great.

and, it's what i expected in skyrim, except, applying it to having my own hold/fort/town, etc. i'm sure you know how long people have been asking for such gameplay implementation.

being able to recruit, manage, upgrade, etc. Tons of options and customization. construction of quests.

i've always been an advocate of combining rts, rpg and sim-like mechanics.

i want it all.

So we want what was in Elder Scrolls III: Morrowind? I loved my Telvanni tower city in Morrowind with my Dwemer construct guards. I also liked destroying my enemies' forts. So start with that idea, and then allow better upgrades and customization. If Morrowind can have it why can't Skyrim.... of course on that note I might as well ask for levitation, spell making, mark/recall, etc.
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A Boy called Marilyn
 
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Post » Mon Jun 11, 2012 2:07 pm

That's too complex for Bethesda.
They'd slap on a ship somewhere, write up 50 new characters within 10 minutes, add a single quest to find the ship and then add a feature where you can go tell your pirates to plunder... On land!

.... Dat is all.
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Naughty not Nice
 
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Post » Mon Jun 11, 2012 12:42 pm

I'd rather see all/any of the following, if you're looking for RP depth:
  • meaningful dialogue with actual choices and consequences
  • NPC recognition to your alignment/status of guild
  • quest variety aside from kill [this] or fetch [that] (here's where we could incorporate some sea-stuff)

This got my vote...
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MARLON JOHNSON
 
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Post » Mon Jun 11, 2012 11:04 pm

I'd rather see all/any of the following, if you're looking for RP depth:
  • meaningful dialogue with actual choices and consequences
  • NPC recognition to your alignment/status of guild
  • quest variety aside from kill [this] or fetch [that] (here's where we could incorporate some sea-stuff)

This...

I like you're idea, but it sounds like you are describing an entirely new game.
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Elizabeth Lysons
 
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Post » Mon Jun 11, 2012 7:18 pm

The problem is they (Bethesda) can't get ships to move, so your DLC idea is doomed from start.

On the other hand, some aspects of like guards and hirings or building mechanical golems/guard towers etc can be used in a house mod.

Something similar to this might be possible:

http://www.google.com.sg/search?q=oblivion+dwemer+mothership
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kitten maciver
 
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Post » Mon Jun 11, 2012 10:40 pm

1. Make the upgrades and repairs to ships cost insane amounts of money that only game-breakers/hackers wouldn't mind paying in full. Your starting ship would be a funny little rowboat with maybe 5 guys, and the DLC would end with a colossal war ship.

2. Loot would be more than enough for ship repairs but barely enough to upgrade much of the ship. Crew also demands payment. Therefore you have barely enough just for repairs. Choose between not giving them much money or having to wait a long period of time before you can upgrade your ship/line your own pockets. Not giving them much money for too long can cause them to be mean to you, and eventually, mutiny.



I don't know, as long as there are plenty of choices that make sense. But I agree that naval battles are needed.
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Elizabeth Falvey
 
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Post » Tue Jun 12, 2012 12:07 am

Wrong reply
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Multi Multi
 
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