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Violence and Morality Life and Death Overhaul (Concept)


TheBxushis

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The single goal of this idea is to add a "state title" to enemies the player has defeated in a camp/fort/key location for general bandits.



This ideia, is to virtually add a sense of "state" after you defeat an enemy. A trick to give the player the impression of immersion in relation to his foes, so you know that a bandit "may return" or "survive".


The goal, is a issue to me and some other players report to the model enemies are designed, like cabbages without value that pop randomly. estatictcaly, enemies are 3 times greater than the population of Skyrim, which doesn't make sense. this ideia. is to amend that.



For example,


-if you decapicate a Bandit boss, it will be labelled (headless) Bandit Boss.


-if you defeat an enemy with a Shield or less morthal weapows an commom bandit, has a greater chance of being labelled (knocked out) Commom Bandit.



And so on based on the weapow/fighting style. giving a "Score" of the playing style and character. (Being a paladin, gray or evil character)


Some examples of concepts could be like.:



(Unconscious)


(Incapacited)


(injured)


(knocked out)


(stunned)


(exhausted)


(headless)


(mutilated)


(Bleeding)


(Dying)


(Insert ideia here)



And others, beyond that, could be cool to have a option to Finish or Aid fallen enemies, and have a Karma system where Humanoid enemies could either give up and surrender with more ease being tied integrated? with mods like "Combat Surrender by stradivuckos" or others that make enemies either fear, or be more cruel depending the player actions to his foes. (attacking from afar even if the player is not going to enter a camp and even spamming near villages and cities putting in danger civilians if the player goes decapicating all foes on his patch or offering skomma, ilicty stuff, or even some of them betraying their gang if the player avoid killing them).




Sorry for bad english. thanks. Edson


Edited by TheBxushis
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