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Assassins, Thieves, and Spies


jkjkjkjk

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So you're known thorughout the land, you have a player-owned house where you keep all of your treasures and trophies, and you have CM partners set to guard your doors, halls, and other areas. But nothing ever happens.

 

This mod idea proposes a new role-playing aspect. First, use a 'set as home' spell so the game knows which building (or set of cells) you consider being your home (in case a custom player-downloaded home is used). Then, periodically, thieves will try to break in and take your things! Your guards will be fought against or bypassed by stealthy spies, and if a sufficiently taleneted thief makes it in, your things may be gone! Alternatively, an assassin with a mission to take you out make be hiding in the shadows in your room, or somehwere in your house, waiting to ambush you as you drop off your loot or make for your bed to level up.

 

Thieves:

If your things are taken, you may find yourself having to look for clues to find out which den the thieves may have taken your things, such as by interrogating all of Cyrodil's fences to find out 'Who sold you that item!'. Thieves may employ distractions; a mob of goblins may engage your outside guards only to find out they've left a gap in security so a thief can enter. Or a skilled chameleon spellcaster makes it in!

 

Assassins:

Not only might they be trying to get into your home to stage an ambush, they may try to track you based on your current location, wherever that may be. They may stalk you, trying to stay out of sight, behind the trees, shrubs, rocks, etc. If they see you are traveling to a city, they may have friends up ahead wait along a path to attempt a coordinated hit. Rather than always go for stealth, a strong assassin or two may just try to take out your companions leaving you to wonder why it's so quiet outside, where your guards used to be. Or why there are bodies everywhere. [might help to set companions as non-essential but rather respawnable]

 

Spies:

Someone should scout out the area, perhaps you've been approached by a "maid" or "cook" who seeks employment. Or an adoring fan. Or perhaps a traveling salesman, trainer, or someone else just looking to sell you something. Maybe a traveler just asking if they can have a dinner and nights rest before heading out. If they're a spy, they want to get an idea of how strong your forces are, what quests you are taking (to set up opportune times for their friends to steal or kill you), or may try to sabotage your equipment to leave you helpless, poison your food, or disable your partners/guards. However, not everyone that approaches you is a spy of course.. The player will have to either assign a partner to keep an eye on the suspected NPC, or do it themselves! .....Does the "new yard worker" ever make contact with a shady character at an odd hour of the night? Does he hide a message in a dead drop location? Are you getting too paranoid?

 

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Hopefully this has started some idea sparks in a skilled modder who can make something like this to keep non-quest time interesting! Please leave feedback, feel free to expand on this idea, or to take it on and try to make it!

 

Other ideas:

::interrogation / prison chambers for failed attackers- find out who they are and what they're after

::CM 'follow - out of sight' command so that a companion will always stay out of sight regardless of what's happening for the purpose of following and tracking thieves, assassins or spies to see where they came from and where they've gone to help you track them for payback.

::

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The thieve thing is possible, so is the spy thingy, but the assassin would be quite hard, even impossible if its to be made exactly how you wrote it.

(the following part, outside)

hiding behind rocks, trees and stuff will nearly be impossible, it would have to be scripted to know where Player is, wich stones, trees, houses and other stuff is nearby, then it would have to make the assassin npc go to the opposite side of the object than the player is. Even if it is possible, it would cause a hell lot of buggs, and it would take even more work.

Instead you could just give him a 80% charmeleon (so he blends in with the environment, but is still noticable. So if you'd see him, you would be prepared) and then he would stay, lets see like 20 yards behind the player, untill the player leaves a town or guarded area.

 

Also the concept is pretty lame :P People in oblivion dont get robbed / murdered every day, and if a thief or assassin would show up in your house everyday, it would be kinda lame.

Even if they would show up like each 10th day, it would still just be rutine.. And therefor boring after a few assassins who have tried to kill you, and a few thiefs that has escaped with your stuff.

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