immortalfrieza Posted February 2, 2015 Share Posted February 2, 2015 (edited) If possible I'd like to see a mod which overhauls the basic guards of a hold with a system of progression while allowing the player to be a guard themselves and follow a similar progression. I have a very detailed idea for this, so if interested see below: Guard Progression Each hold will have tiers of guards that spawn depending on the player's level, though the lower tiers will spawn at least a few in every hold no matter the player's level. When the player is a guard themselves once they reach a needed level they will be promoted through these tiers and receive the equipment of these tiers as they are promoted, depending on the weight of equipment they've chosen. As a guard, the player will progress through the tiers by arresting or killing criminals, with promotion points awarded for each collar and with later tiers by taking on various tasks for the Jarl, hunting down wanted fugitives, managing other guards, or even protecting the Jarl himself from assassination attempts. Once the player gets enough promotion points they can go to the Jarl or a Colonel and ask for it, and they will then be promoted right then or perhaps performing a task, then given the appropriate equipment for the tier. Players will be considered "on the clock" once hired if wearing the hold's guard equipment between the hours of 6am and 6pm. Guard skills and equipment Recruits:Lowest of the low, and what the player will start out as. These guards are aren't expected to do much more than patrol around the hold watching for crimes and maybe pick up a petty thief or 2, so for any serious dangers they will usually call in other guards for help. These guards are level 5 and have the bare minimum in all stats. They all wear ragged, old, and/or cheaply made guard armor of their respective hold which is the equivalent of the Worn shrouded armor set for light and in all stats. They are equipped with hold shields equal to hide shields and iron swords. Guardsman: 30 promotion pointsA basic guard with a few weeks of patrolling, some thieves collared, and maybe a murderer or 2 under their belt. These guards carry the standard vanilla equipment with a possible heavy variant and are around level 15. Corporals: 100 promotion pointsGuards that have has distinguished themselves above and beyond their basic duties. These guards are about level 25 and carry hold guard equipment equivalent to scale armor for light and Steel for heavy with shields and weapons to match. Corporals and the above tiers can have 1 guard of a lower tier join them during their duties. Sergeants: 500 promotion pointsThis tier's combat skills mean they are typically chosen to train guards of the lower tiers but also called upon to take on missions for the Jarl at times. These guards are around level 30 and carry tempered hold guard equipment equivalent to fine scale/steel. These guards will sometimes be called upon to capture or kill particularly troublesome fugitives. Lieutenants: 2000 promotion pointsChosen to lead small platoons, these guards will usually lead raids against small bandit forces. These guards are level 35 and carry hold guard equipment equal to elven/orchish. In addition to the standard 1 guard of lower ranks, this tier can sometimes have a guard dog alongside them if needed. They will sometimes be sent to attack bandit encampments or troublesome creature lairs alongside a platoon. Captains: 5000 promotion pointsUsually those that have distinguished themselves leading platoons, this tier leads most of the other guards in a hold's major city or other settlements. These guards are around level 40 and carry hold guard equipment equal to fine tempered elven/orchish. These guards are responsible for investigating and arresting corrupt lower tiered guards, motivating lazy guards, making sure guards report for duty on time or assigning paid leave, and firing guards that act unprofessional on duty. Colonels: 10000 promotion pointsPromoted from captains that have shown great diligence in the performance of their duties, this tier manages the captains of a major city and of the other settlements. These guards are around level 45 and carry equipment equal to glass/ebony. This tier is responsible for investigating and arresting corrupt captains, promoting worthwhile guards, and protecting the Jarl from and investigating assassination attempts. Generals: 50000 promotion pointsThe highest tier, promoted from exceptional Colonels when needed, this tier is second only to the Jarl himself and are responsible for sending out his orders to the lower tiers and devising battle plans. This tier is at minimal level 50, levels with the player, and carries hold guard equipment equal to Dragonscale/Draedric. This tier largely spends their time passing on the Jarl's orders to it's subordinates, planning and leading attacks on fortified bandit/war party positions, and ordering the other tiers to various tasks. Crime:The player's job as a guard is to patrol the hold's major city and capture or kill criminals whenever they are on the clock for a certain amount of gold depending on the crime, double if they are brought in alive. These criminals are spawned randomly in a hold's major city with a random name and then perform their assigned crime against a also randomly spawned and named person, with higher crimes being much more likely as the player moves up the tiers. Once they have their name changes to [insert crime here] and the player may arrest them by either talking to them to get them to surrender, attacking until they fall on the ground and yield and talking to them again, or by casting a paralyze spell and interacting with them. The criminal may also randomly offer bribes to the player if caught and spoken to, but the player then forfeits the promotion points. After which they are teleported to the nearest jail if room is available or simply vanishing if not. The player may also be required to kill creatures that venture too close to the city if in a hold without a wall. Crimes detailed below: Petty Theft: 5 gold, 1 promotion point.A thief that steals very low value objects, said criminals typically run if caught instead of fighting and are quick to surrender. Major Theft: 20 gold, 2 promotion points.Pickpockets or horse thieves, said criminals are somewhat more likely to fight back if cornered. Assault: 40 gold, 4 promotion points.Those that attack others without killing them, it is very unpredictable if these criminals will fight back or surrender. Jailbreak: 100 gold, 6 promotion points.Escapees from prison, these criminals are instantly marked if seen rand will run or if necessary fight much more often than they will surrender. Murder: 250 gold, 10 promotion points.Those that kill others often for petty reasons, these criminals almost never surrender and will fight to the death. Assassins: 500 gold, 15 promotion points.Those that kill for money, they are either found by investigating an assassination or by taking a writ of assassination from their corpses, these criminals will never surrender but will most frequently attempt flight over fight. Assassination Planning: 1000 gold, 20 promotion pointsThose who hire assassins, these criminals can only be found by investigating an assassination or interrogating the assassin. These criminals are unlikely to surrender and prefer to run. As for the player and crime, if the player is a hold guard guards won't react to the player's crimes at first, but if the player gains a bounty of 1000 or greater they will be arrested or attacked as per usual. The player may work off any outstanding bounty by capturing or killing criminals, which instead of earning gold pays off their bounty by the amount they normally would make from it. The player won't gain any progression points from doing anything until their bounties are completely paid off in one manner or another. Tasks:Quests given by the Jarl at random intervals and one at a time, these give more gold and promotion points than typical duties. The player may also receive tasks independent of the Jarl that involve their typical duties if at a certain rank. Letter Courier: 50 gold, 4 promotion points.Given while at Recruit or Guardsman rank, simply talk to the Jarl, take a letter from the Jarl and give it to another NPC somewhere in their hold city or settlements. Important Letter Courier: 100 gold, 6 promotion points.Given at Recruit or Guardsman rank, this letter from the Jarl goes to one of the other Jarls in Skyrim. Hunt down wanted men: 500 gold, 15 promotion points.Rarely but can be given any rank, these are particularly bothersome criminals that have escaped justice time and again, these criminals will sometimes appear in the city hiding out in buildings and will fight for their lives. Capturing them alive doubles the gold amount. Hunt down bandit leaders: 1000 gold, 20 promotion points.Given after Sergeant rank, these are battle hardened criminals that are always hiding out in a cave or abandoned ruin of some sort. Captuing them alive doubles the gold amount. Eliminate Bandit encampment/Exterminate Creature lair: 100 gold per enemy, 5 promotion points per enemy.Given after Lieutenant rank, the goal is to kill all bandits or creatures respectively in a particular cave or ruin. Numbers range from 6 to 12 and cannot be captured alive. Near the enemy site 3 other guards will spawn that the player can use as backup in addition to the 1 they are able to bring with them. Investigate corrupt guards: 100 gold per guard/accuser, 10 promotion points per guard/accuser.Given after Captain rank, the player's job is to investigate accuations against particular guards and then either arrest the guard or the accuser. The number of guards accused ranges from 1 to 4 per quest. The player must question various involved NPCs about the guard including the accuser and find evidence if pointed to it, then if the accusation is confirmed arrest the guard or arrest the accuser for baring false witness if not. Same double rule for taking the criminal alive applies. Motivate guards/ return guards to duty/pardon guards from duty: 200 gold per guard, 15 promotion points per guard.Given after Captain rank, here the player must talk to and convince or beat up guards that refuse to report for duty or do their jobs. Sick, injured, or otherwise justified leave guards will be given paid leave at the player's discretion if they believe them. Fire guards: 300 gold per guard, 20 promotion points per guard:Given after Captain rank, the player must find guards that are drunk on duty, unprofessional to their superiors, or otherwise disruptive and fire them. Promote guards: 500 gold per guard, 25 promotion points per guard:Given after Colonel rank, the player must walk around the city, speak to guards that have earned promotions by using a power given to the player after becoming Colonel, and promote them. Said guard instantly gains the respective level and equipment of the tier they move up to. Investigating corrupt captains: 1000 gold per captain, 50 promotion points per captain.Given after Colonel rank, same as investigating corrupt guards. Protect the Jarl: 2000 gold regardless, 100 promotion points regardless, 500 gold per assassin killed, 20 promotion points per assassin killed.Given after Colonel rank, the player must stand next to the Jarl for 6 hours before being relieved and kill or capture anyone that attempts to assassinate him. Sometimes nothing happens. Investigate assassination attempt on the Jarl: 2000 gold, 100 promotion points.Follows any attempt to assassinate the Jarl in the above task, roughly the same as the standard assassination investigation. Well, that's all I got so far, what do you guys think? Edited February 2, 2015 by immortalfrieza Link to comment Share on other sites More sharing options...
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