elderdrake Posted May 23, 2013 Share Posted May 23, 2013 (edited) Having dumped an insane amount of time into the game, one question keeps nagging me. As you complete certain things and become the leader of a guild, they still act like you are the bread winner and still have to do all the work, prime example being the Dark Brotherhood. You are the Listener, yet apparently you can't delegate assassinations the Night Mother gives you...nope, you have to do them personally. Mages guild? Nope, need to go get some soul gems or clean those focal points Archmage. Thieve's Guild is a little better but still...does everyone just kick it in the cistern and never go out and earn some coin for the guild? A mod that made it so, after you achieve and earn the role of leader, you can delegate task and be the boss would be epic. Lots of interesting ways this could go depending on how far you wanted to take it. For the AC games think of Brotherhood. You simply brought up a small menu and chose assassins to go out on missions. You could see the difficulty chance, gold/item chance, and your people became better as you went along by earning exp. You could add gear to them to increase their effectiveness and so on but it made it feel like although Ezio was out doing some work, in the background he was still the boss and had people working for him exactly how he wanted them. Anyways, tis my crazy idea and I wish I had the skill to do something like this myself. The Dark Brotherhood has so much promise for some fun 'ol times with you being the boss... Edited May 23, 2013 by elderdrake Link to comment Share on other sites More sharing options...
Petemichaelbabicki Posted May 23, 2013 Share Posted May 23, 2013 I had thought of making a similar mod, but not with any pre existing faction/guild. I was thinking of making a purchasable guild hall that you could do up, decorate, build bedrooms and recruit members for. Then you'd issue tasks/quests to your members. The main problem I had was implementing the quest structure after the recruitment process; everything before that is pretty simple to implement. Anyway, great idea, but if you're planning to do this with the vanilla game, the problem is dialogue. Link to comment Share on other sites More sharing options...
Tehandyman Posted May 23, 2013 Share Posted May 23, 2013 I really like this idea, I felt this for the Thieves Guild. After slaving through dozens of jobs for Vex and Delvin, I finally gain my rightful place as the Leader of the Thieves Guild. I happily walk up to Vex and Delvin to gloat in their faces and what do they do? HAND ME MORE JOBS. LIKE, DAFUQ MAN I AM YOUR LEADER. I should be the one handing out jobs to new recruits. This would be a simple matter of adding a dialogue option when talking to anyone in the guild like "Hey, there's a beautiful statue in the Temple of Divines in Solitude, go steal it!" And then the npc will say something like "sure, of course" (all NPC's have variations of "yes" and "no" voice options) and then they will disappear for a few days and then return. End of story. Simple script for someone who knows how to work the Creation Kit. You could have a couple of these jobs for every guild, shouldn't be hard. I could easily come up with like 5 or 6 dialogue options for each, so if anyone wants to make this mod but is terribly uncreative, I gotchu. Link to comment Share on other sites More sharing options...
elderdrake Posted May 25, 2013 Author Share Posted May 25, 2013 I agree, and I was not even thinking of dialogue specific. It could be a realy simple interface you bring up to select a person, job, and then the game despawns them for a set amount of time before respawning them. When the time is up, a percentage chance for their success or failure determines a message displayed upon their return. Think something like Star Trek Online's Duty Officer system, or Assassin Creed Brotherhood's simplistic method for sending assassins on jobs. Someone really skilled could make random events happen from jobs. Example, you send Saphire out to Cyrodil to steal a certain jem from an East India Trading Company vault. She comes back with a critical failure but all the player sees is she failed and barely got out alive sort of thing. A script kicks in to spawn a Redguard mercenary unit hired by the Company to attack you or even the bar area of the Thieve's Guild. Lots of ideas of directions to take it and it could be a simple interface or dialogue options. It would make becoming the leader all the more rewarding and lend to a further sense of immersion. Like I said in the first post, I really find it crazy that you become the first listener in a long time for the Dark Brotherhood but nobody else is doing her contractss. You are the only one that can get contracts from the Night Mother, and then you have to personally do them all. It makes absolutely no sense when other assassins are walking around the base. Vex and Delvin still talk to you about getting busy and making money as though you are still a new guy and not the leader (I don't recall them talking to Mallory in that tone). The College is a joke as it has so many possibilities. You could research new spells, have new students coming in and out (and tuition), make it so attending a set of amount if time in a class helps raise a magic skill (slowing down and stoping at a certain limit where then only real practice would further it)...but that is almost an entirely different mod in and of itself and I digress. I hope someone with the skills and interest sees this and agrees because I really think a mod that allowed this kind of guild scope to a character would be a huge and popular hit. Link to comment Share on other sites More sharing options...
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