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Castle Guard Job


Aromov

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Here's a quick idea. How about a mod that allows the player to take on a job as a castle guard. While on duty, the player is permitted to explore forbidden areas of the castle (which could allow you to rob it without having to resort to stealth) and every now and then, will have to take down random intruders.

 

 

Could also have some roleplaying potential as when used with a romance type mod, we could see the player secretly having an affair with the count or countess

 

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For this I would like to see a guard faction system where you start out lowly and eventually gain ranks for stopping thieves or whatnot. As for your spoiler I would like to see some ranks earned first before this could even be possible. Possibly even toss in a rescue quest here or there. Also, this would probably be limited to one city at a time until you "retire" from that city or become discharged. You cannot join another city or do much of anything else because they need you there. Also how to make boring wait times guarding lonely halls interesting... I guess you should have the normal option of "waiting" (skip ahead several hours) until something either happens or your shift ends. There would be no need to check restricted areas unless you "hear a noise" (pop-up message) and then go and investigate either just some rats or a thief! In fact killing rats and cellar vermin could be a big part of the low-level experience. This would be a good way for low-level character to gain some levels before they venture out into any "non-leveled" version of the game where you can just as easily encounter 10th level enemies at 1st level as much as encountering 1st level. And maybe if you join at higher-level and have enough 'fame" score you can automatically start at a higher guard level due to your experience.

 

No doubt tons of work but those are some of my thoughts about your idea.

 

Also, I was thinking it would be nice to have random thievery in general, regardless of your idea. Like specifically in the player homes and rarely have a run-in in the same building a player-thief type might currently be pilfering after hours where they would have to duke it out.

 

But for the homes this would require the option of being able to lock the door at varying levels depending on certain factors (like maybe how much gold player spends to buy a lock of a certain level), then having a list of varying level thieves where only certain levels of thief can pick certain locks successfully and only based on a percentage chance that they show up at any given time. Also I'm not sure if it's possible to reliably do this while the player is away (not in the same cell) even though these thieves would probably all have to have low-level processing turned on. Then they would have to have "find" packages to snatch a few random items and then dash out to some safe point. Once they reach the safe point they are gone forever. Or even better make then hide out in various bandit areas nearby where they would normally be safe and not venture out again until the next random script makes them go out for another "job". Of course then you might want to consider who is a member of the thieves guild and who might just be a rogue operator. So if you are in the thieves Guild then no random TG thieves will pilfer from you.

Edited by wizardmirth
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