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SkyRe Brainstorming


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#51
Crashloop

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@lockpicking and open lock spells
The problem with previous games and also part of the reason why they might have removed certain spells like open lock and levitate is that they made the skill itself "pointless". Why use a minigame to open a lock if a simple spell is enough to do the same trick? And while magic is powerful it should also require some knowledge about lock mechanisms to open them. That way a thief can decide if he wants to use magic or lockpicks without one spell making lockpicking just a timeconsuming thing.

If you want to create a form of synergy it could be that you add a % chance to the spell to actually open a lock. For instance there is a % chance on locks to open with spells;
Novice locks - 50% chance of succesfully open a lock with spell
Apprentice locks - 30% chance of succesfully open a lock with spell
Adept locks - 10% chance of succesfully open a lock with spell
Expert locks - 0% chance of succesfully open a lock with spell
Master locks - -20% chance of succesfully open a lock with spell

By investing into the first perk in fingersmith it will also increase the % a spell would open a lock, for instance;
Rank 1 - +20% increased chance a open lock spell will work
Rank 2 - +30% increased chance a open lock spell will work
Rank 3 - +40% increased chance a open lock spell will work
Rank 4 - +50% increased chance a open lock spell will work
Rank 5 - +60% increased chance a open lock spell will work

That way you would have one spell that can open lock, but based on your rank it would be faster and easier the more rank you invest into it. Also it would give a meaning to choosing ranks as they are needed to open the more difficult locks, it would also simulate the need to understand how the lock works to be able to open it.

This would then be one spell that can open locks, but based on your ranks in fingersmith the % on a successful open would be changed based on how much you knew about that lock type.

Edited by Crashloop, 15 May 2012 - 12:45 PM.


#52
T3nd0

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@ Crashloop:

I can't make the "Open Lock" chance based. Even if I could, you'd just reload.

Also, the spells don't make the skill obsolete- the fact that you can crack every lock with some real life skill does.

@ mcdraken:

I'm actually considering some spell to turn off enemy AI temporarily, which comes close to your brain suggestion. :P

#53
mcdraken

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Very nice...

And what about the unlimited werewolf shouts/spells? Can u do it?

@ lockpicking:
- at first, make the current minigame harder. Dont need synergy/help from alteration if the base difficult is trivial.

- With harder minigame, some players perhaps use the "Force-lock" ability.
Make the lock unusable after "fail-force", cause it got broken.

With that system(FO's), the alteration can offer some usable ability.
- Repair the lock. Pretty simple, and the best synergy. The player have higher chance to successfully force the lock with the fingersmith base perk.
If the player have some alteration, he can get the ability to repair these locks. Just like the "infiltrator" fallout perk.

- Open the locks from a distance. With telekinesis u can activate locks from range.

- Transmute/create lockpick. one of the biggest and simplest help. maybe lower it's cost to one gold coin.

- Alteration perk that grants a chance to recover some broken lockpick. U surely can repair a fckin needle, isnt?

- Altertion perk/spell that makes the needles harder to brake. Pretty simple and nice help. (also u removed the skeleton key ability, if i recall properly.) So that can help a thief. Can u create different needles?

- lock doors. Why not? Do NPCs use locks/keys anything? In F:NV its pretty fun. But thats not really an alteration-related stuff. But who cares?

- A perk that enables the player to create a key from a gold-coin with spell for a lock. But only works if the player has the "locksmith" perk or what.
thats the most op spell i suggest, but its pretty expensive and works only on locks that have a key. If fact, u can get the key before u have to even pick the lock, but for 75 alteration and a perk. But need some ability for the spell, If the player dont have the "locksmith" perk.

- So: If the spell is shot onto an laying item, u can transmute it into a "Corpus-lump". Maybe that can be a "base" alteration material for crafting magic weapons or other special stuff(stronger lockpick-needles).
And if the spell is shot onto a lock, it gives the key, if u have the require fingersmith perk. So the spell have more purposes.

If the player can help lock-picking with alteration, i see LOT more fun using alteration for pick-pocketing.

- Seriously, with telekinesis(or the same spell, that can activate locks from a distance) u can activate other's inventory from range. U have the same chance as normal stealing. after u picked the item successfully, it drops to the ground, so u have to pull it with telekinesis. Its slow, fun and bonus ability. Nice, imo. Also more use for telekinesis.

"But I really don't feel like doing werewolf stuff now."
- then, fck u! (now, thats surely need here, so: ;))
Unlimited shouts for vulpas! bah.. who cares, ill still create some re-haul.

Edited by mcdraken, 15 May 2012 - 03:13 PM.


#54
T3nd0

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I think yeah, by using the histskin mechanism.

Shouts always consist of three spells. I could make the first spell switch to another shout, and so on.

But I really don't feel like doing werewolf stuff now.

#55
konrad1703

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I've thought about doing some additional Alteration spells, a Chronomancy branch. It could contain plenty of effect, including both buffs and debuffs. The Phase Shift spell would also fit under it as it warps the chronosphere, allowing to travel in no time. There could be also things like:
-damage weapon/armor as an effect of corrosion, with some materials being immune to it
-obviously, slow/stop time for x sec or before any action
-decrease an opponent's attack/movement speed/health/stamina
-increase those attributes of your own
-make a certain amount of time fly by to eliminate the long waiting
-make the time go back, although that's probably impossible

#56
T3nd0

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I considered that as well, but I kinda lost focus when doing the other stuff... so these ideas vanished at some point. ^^

Chronomancy is an option.

Edit:

Some werewolf lover -rep'd me?

mcdraken, where are your frogs? :D

Edit:

Wow, you ninja-edited again.

Gotta go now; will read later.

Edited by T3nd0, 15 May 2012 - 03:19 PM.


#57
mcdraken

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I can assign only one -rep, so u probably wont need my frogs...
its finished... no more ninjutsu.

Edit.
And when my post contains empty "-... ", ill probably extend it, just like u with the Clog.

Edited by mcdraken, 15 May 2012 - 03:22 PM.


#58
T3nd0

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Some general stuff regarding locks:

- I can not make them impossible to pick, as far as I know
- I can, however, make them harder to pick (or easier)

- The lockpicking minigame is not a direct part of Skyrim; it's a flash minigame. I can only tweak a few parameters, but I can't change anything regarding it's basic working (like, giving a chance to recover broken lockpicks). It's probably doable, but I have almost no flash knowledge.

- Telekinesis pickpocket: Requires work, but somewhat doable, with a few workarounds.

- Transmute lockpicks: Mmmhhh... why not? The game could generally need a few more transmutation spells I guess.

Edited by T3nd0, 15 May 2012 - 07:41 PM.


#59
konrad1703

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You could make the lock unpickable by simply giving them 101+ difficulty level, so that they would have "Requires Key" description. I don't know if that could be made for some time, though.
Can the dreamcloth gear only be obtained by Smithing? It kinda doesn't make sense to me if it's so. That is - a mage who can't smith will never be as good enchanter as the one who can? I simply think it's at least silly. I've always found it right to be rewarded for specialization, not punished. Also, if it's supposed to 'show strong resonance with magic', shouldn't it require Arcane Artisan perk to work? The smith should work be able to work with magic and not with gold/silver to make that stuff.

#60
T3nd0

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@ konrad:

101 is "requires key"?
Worth checking out.

Dreamcloth gear rewards synergy and mainly is for battlemages that invest in both smithing and enchanting, and consider wearing a mix of armor and clothing.

It gives a boost to all armor while worn, will give flat damage resist in the next version, and works with the "Dreamweaver" perk in enchanting.






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