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Chapter 3 - War/Combat
19 February 2011
Please feel free to Contribute a Suggestion...
- Sea Combat/Ships
- If sea travel is implemented, ship-to-ship combat with boarding parties and such. Sea serpants.
Flying piranha. Giant squid. Float around in the ship movement. Don't make the ship instantly
accessable from anywhere. Many more ships types (small rowboats to warships).
Bring ships more into the game. Actually navigate a 3d ship about the place-up rivers, dock at
ports. Ship to ship combat, boarding, pirates, smuggling.
********** ( 10 Received )
- Specific Damage
- What would really be cool is when your engaged in combat you could actually see damage being
done to what your fighting instead of the repetitive blood splattering. For example, when fighting a
skeleton let me see him lose an arm or his rib cage be destroyed or when I'm pumping arrows into
something let me see the arrows stick in the monster as he struggles toward me or tries to escape.
Similarily, instead of having character hit points, have specific hit points for the arm, torso, head,
etc... When a certain body part becomes damaged enough, it affects things (like a badly wounded
arm would affect how well you swing a sword, while a damaged leg would prevent you from running
faster).
******* ( 7 Received )
- Becoming a King/Ruler
- It would be cool if you could work your rank up and become king and rule a city or province and
lead an army, make governmental decisions (taxes, wars with other provinces, et cetra). I don't
want this to become a Sim-Province game. I want to still be able to interact with the world of Tamriel.
Players can purchase land, with enough cash
and political influence the player can become part of the local royalty. As a ruler, the players get a set
income from the natural resources of his or hers land and his working peasants. The player has to tithe a
certain amount of taxes to his or hers King and provide troops for his or hers King when called. Ruling
land will be a somewhat smaller part of the game. The player allocates taxes to defend his land and
maintain his peasants. The players PER trait, reputation and his or hers race compared to the majority
local race will determine the local happiness rating, which will determine the chance per month of peasants
to rebel and the base taxes derived from peasants. The larger the land that the player rules the larger the
fortress he or she acquires, which increases the security and defenses of his or her land and increases the
taxes needed to maintain the fortress and army. The player can increase his lands productivity by recruitment
of skilled tradesmen, recruiting guilds to build guilds at his or hers town, building mines and reclaiming
land from roaming monsters and brigands. Threats to the player lands come from roving robber bands
(new mission: destroy brigands), greedy neighboring rulers, increased taxation from the king and rebellion
by the peasants. To solve these problems the player would have different options available:
Missions: Offer a mission that could alleviate the problem, or increase it depending on results.
Defenses: The player spends money to increase his lands defenses that discourage other lands from invading
War: Include a basic combat program for small units combat, that can also be used online. Most
online battles should be resolvable within 20 minutes. This is used to settle peasant revolt, brigand and war.
Politics: The player can bribe the brigands, pay a tithe to the neighbors, ask for Guild Support if high
enough in guild status, and support from the king to settle any of the problems.
******* ( 7 Received )
- Battles
- How about large scale battles (although it might run a little slow). Just think about a whole tribe of
orcs invading the city of Daggerfall...and you and the royal guard have to stop them...maybe make
your character have to kill the head orc to win the battle. Have battles as optional. Join the
army of a province, go for training and join a war in progress. Increase/decrease military rank by
battlefield deeds. Develope a fieldbattle system!!! In two ways perhaps! As
participating in battle and as leading a smaller part of the battle!!!
******* ( 7 Received )
- Pirates
- I wish you could become a pirate and travel the seas and reak havoc on other sailors.
You could have them on ships, not your own of
course, unless maybe you were the class of a pirate and then you could have
your own crew. If you were saling around on your ship like in Morrowind you
might come across a pirate ship and have to fight them some how. Less
complicated, the class of a Pirate sould be made up.
**** ( 4 Received )
- Alternate Attacks
- Throw/kick dirt to temporarily blind, bash. Marshal art style attacks. Wrestling moves.
Player should be able kill enemies with only one move. When enemy character dies, should be
different animations. If you kill them with a sword, should be able to decapitate, and stuff. If you
hit him with a mace, his torso should go out, and things like that. And the ability to duck, roll and
parry etc. You should be able to get a skill in parrying, and whenever your ready
weapon is idle, it should automatically parry (success ratye dependant on skill) this should also work
with a shield. You should see your hands doing actions, like opening doors and parrying attacks,
but also picking locks and pockets. Your weapon should actually hit a wall, meaning that in a
tight space it may be difficult to wield large weapons.
The player should be able to spend money and time training up on
special moves that can be set to the function keys, like headbutting the
opponent or footripping humanoid opponents with Judo like moves and
sending them reeling. Even jumping attacks once the player has high
enough agility to learn that kind of move. Or a beat attack with a sword
which smashes the weapon out of a humanoids hands.
In Daggerfall you could attack to the head and arm etc, but the drag
and swipe technuique is a little clumsy for some reason even. It
responds kind of 'gummy' and disjointedly, it'd be better if the sword
or spear followed the cursor better so you can slash your sword around
across the head then back down through the chest etc. Also, the second
button should allow some weapons to deliberately block or glance the
opponents attack out of the way. But this would only work against
swords, spears and non-missile humanoid weapons. But not against a huge
dragon claw or an arrow. A character with a high enough personality should be able to enrage the
opponent into attacking out of control or into hesitating so the player
has a chance to recover a dropped weapon by appealing to the dragons or
pirate lords sense of honour. A powerful playing character should be able to freak out more pathetic
monsters by just running at them or yelling. These kind of psycological
attacks should be available to even the most uncharasmatic players.
**** ( 4 Received )
- Hand-To-Hand
- Make it so you must have a certain %'ge in hand-to-hand before you can hit special monsters that
can only be hit with a certain weapon...or reduced damage. Hand to Hand
should NOT be able to kill a Werewolf when a Steel Long Sword Can not. BUT, your Guantlets and Boots should have an impact on what you can injure. Silver Gauntlets let you
kill that Werewolf but your Steel Boots just aren't injuring it.
*** ( 3 Received )
- Invading Armies
- Cooler random things such as invading armies of undead and the like.
Plague, flood, fire, earthquake and poison gas should be tools for
players to create more than superficial damage. A high level character
should be able to kill most people in a hamlet of farmers. Perhaps torch
the city with a rain of fire. Cities buildings are repaired or rebuilt and you see the work.
** ( 2 Received )
- Politics
- Be able to negotiate in the political arena. Once your political standing increases maybe even become a mayor and make a profit as that. Proceed on as a ruler of the Region? I also
think that it would be better if the political intrigue elements were stronger than in TES 2.
** ( 2 Received )
- Screams
- Screams/sounds from enemy when they are hit. Be able to toggle this on or off.
Battlecries as you rush into combat.
** ( 2 Received )
- Jousting
- Jousting would be cool. To be able to charge your mount and strike with a lance would be great.
Then you would switch to a blade and hack your enemies down, all from your mount. Include flying
beasties as well. While levitate will make your horse fly as well, no one else does. In the sky, you
are all alone. Dragon jousting would be just plain awesome.
** ( 2 Received )
- Poison Weapons
- The ability (perhaps restricted to class or hard to gain knowledge) to poison weapons
I want to be able to poison my weapons, and have a variety
of effects. Enemies have envenomed weapons, and I want in
on it. Perhaps a benefit of Dark Brotherhood membership?
It seems that since the game (daggerfall) already
includes a poison function, it would be easy to allow PC's to use it.
** ( 2 Received )
- Arenas
- Put some areas like colusseums and battle arenas where a power hungry player can sign up and fight monsters and people to gain experiance in a faster way than just seeking them
out like in daggerfall. You can bid items/money that you are currently carrying and the more you bid, the more difficult your opponent will be, if you lose, the items bided are taken
from your inventory and given to the arena, if you win, the items you bid are given to you by the arena. There should also be an option in certain arenas or colusseums for the
chance to win a rare and powerful or valuble item, but you must defeat extremely powerful NPC's or monsters in order to get these items. You only get one chance, and it will be
risky because the opponent could be a great deal more powerful than your character and could gaurantee your loss and death.
* ( 1 Received )
- War Machines
- Make the catapults, ballistas etc... do something (even if it is just for fun). Ground based artillery-like weapons.
* ( 1 Received )
- Attacking Groups
- Groups to attack you when traveling... like orcs attacking a caravan. You could hire NPCs to
guard you as well. They would have a strategy for attacking you like feints, holding a line,
charging, etc.
* ( 1 Received )
- Pillage Buildings
- The ability to damage, raid, burn, and decimate buildings.
* ( 1 Received )
- Killing Lycanthropes
- Lycanthropes could only be killed by silver weapons (and maybe magic). Not even that daedric
Dai-Katana should be able to shave a hair of these suckers. That means that you always have
to be carrying a silver dagger or something, just in case.
* ( 1 Received )
- Creating Villages
- How About having the Character be able to Build a house/keep/castle. Then proceed to make a
village around this. Increase the population and have a small strategic like setup. Like a really
scaled back version of Civilization. Just occasionally have a page show up asking for advice?
Like should we raise a tax, sell/buy/rent land etc...
* ( 1 Received )
- Strategy
- Maybe put some strategy into the game. Ex: You are asked by a member of royalty to lead an army
to help defend an important town against a horde of orcs. You personnally couldn't do it, so you
organize a troop of soldiers/mercanaries.
- Supplies During Wartime
- During war many supplies, especially weapons and armour, will be in short supply.
- Tracking
- Have monsters you can track and kill in the wilderness.
- Fighting Underwater
- More realistic fighting underwater. Slower combat moves unless a free action spell or likewise is
cast. Casting spells is affected. Fireballs would fizzle and ice bolts would damage caster.
- Combat Losses
- Not ALL combat losses should be fatal. Possibly held for ransom to be paid by family, or a guild if of
high enough standing. Maybe locked up, to be questioned later, and then has the opportunity to
escape. Maybe tortured, until he breaks (based upon Endurance?), and devulges some guild
secret. This then lowers his standing.
- Battle of Wills
- Allow some sort of power/spell where the player can try to overpower an enemy mentally. This could be a spell, a class-related ability or the enchantment of some itme or other.
- Battlefields
- Add battlefields with specific war related quests. When two contries are at war--Disease should be
more of a risk; Weapons stores should be nearly empty; etc. Battlefields then dot the borders.
When these battlefields are abandoned, haunt them.
- Incapacitation and Kidnapping
- The ability to incapacitate someone without killing them (although if your skill in this is low you might
accidently kill them).. perhaps some sort of noxious gas in a bottle could come in handy for this.
You could then dump them into your wagon and abscond with them.. kidnapping would be a
very interesting addition, especially of nobility.
- Vorpal
- Add a vorpal/sharp flag to weapons. Chance to do major damage with a high chance of outright
killing the monster.
- Armies
- Form armies which can lay siege upon enemy cities.
- Bows
- Bows should be made of the same material and the arrows should be different (i.e, arrows made of
different materials).
- Encumberance
- Make weapons and armour actually impede your fighting, movement or even
spellcasting. For example, mages would find it difficult to cast spells
while wearing bulky gauntlets, or a daedric dai-katana would practically
lumber through the air, while those extra-light dwarven swords can be
wielded with ease. You can't run and jump like a gazelle while wearing
about half a ton of daedric plate.
- Varied Attack Patterns
- Cooler looking attacks, not just plain slash, bash, stab. More like combinations, twirl the sword and
take a huge slash down the midsection and recoil to stab the sucker.
- Realistic Damage
- Monsters should do damage according to weapons they have, not just a standard range. The
weapons could look different as well (not every guard uses an axe) based on the weapon type
and its metal. Or if every guard wields an axe, they should have it when you kill them, and maybe
another weapon. The same would apply for armor, etc.
- Chaotic Damage
- In some roleplaying games there was a chance that small weapons could
bring down large foes just because of a slim random chance. Like a wild
dice that can be rolled again and again when a six is rolled and again
when another six is rolled adding up so on a very lucky roll even the
greatest hero could be brought down by a single arrow like Smaug the red
dragon in The Hobbit. On the other hand, rolling a one on the wild dice would take away the
highest number on one other dice so even a huge weapon of destruction
could fail to kill a dragonfly or imp. After the weapons name there could be a series of coloured squares
(instead of the damage range) that indicate how much damage the weapon
is likely to do, white squares would be like a normal dice but the red
squares would indicate a wild dice enabling the weapon to do a
suprisingly large or small amount of damage. Some weapons could have a
whole lot of red dice so it's hits are very unpridictable, like a
magical chaotic weapon, while some could be mostly white like mundane clubs.
- Automatic Combat
- Press right mouse key or the attack
key and hold, and your sword will swing in front of you
until you release. This will free up your right hand
(or the mouse) so you can move around DURING combat: dodge
spells, hit and fade, etc.
Total of 92 Suggestions, 34 Unique
Please feel free to Contribute a Suggestion...
This file automatically generated by the UESP Suggestion Database program created by Dave Humphrey, 8 June 1998
If you have any inquires, problems, or suggestions related to the program or its output, please direct them to the WebMaster, Thank-You.
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