Katt7777 Posted October 10, 2011 Share Posted October 10, 2011 WHAT I WANT TO SEE-is that after Hodd has diced up 30 wood, he gives it to an Imperial caravan.(or in a stockpile)The caravan places the 30 wood in their pack animals inventory then returns to Whiterun.When they reach Whiterun they give the wood to the Imperial Workshop owner. The workshop owner then Crafts 10 arrows & bows out of it and brings it to the barracks.There it stays until a new NO NAME NPC is spawned in Riverwood.The npc heads to an imperial recruiting station in Whiterun were they Equip him in Armor and the wooden Bow from the barracks crafted earlier.His title changes from 'Riverwood Lumberjack' TO "Imperial Guard."And he then assumes the role of an Imperial guard. I agree wholeheartedly TroloWiseEared I would like to see some kind of economic supply and demand system, Hodd needs to have a reason to be there besides just looking busy. He sells wood to people for firewood, construction, weapons, etc. He buys new axes or repair hammers from a smith and food and ale from a hunter, brewer, or inn. etc.etc Link to comment Share on other sites More sharing options...
TroloWiseEared Posted October 10, 2011 Author Share Posted October 10, 2011 WHAT I WANT TO SEE-is that after Hodd has diced up 30 wood, he gives it to an Imperial caravan.(or in a stockpile)The caravan places the 30 wood in their pack animals inventory then returns to Whiterun.When they reach Whiterun they give the wood to the Imperial Workshop owner. The workshop owner then Crafts 10 arrows & bows out of it and brings it to the barracks.There it stays until a new NO NAME NPC is spawned in Riverwood.The npc heads to an imperial recruiting station in Whiterun were they Equip him in Armor and the wooden Bow from the barracks crafted earlier.His title changes from 'Riverwood Lumberjack' TO "Imperial Guard."And he then assumes the role of an Imperial guard. I agree wholeheartedly TroloWiseEared I would like to see some kind of economic supply and demand system, Hodd needs to have a reason to be there besides just looking busy. He sells wood to people for firewood, construction, weapons, etc. He buys new axes or repair hammers from a smith and food and ale from a hunter, brewer, or inn. etc.etcBut the KEY is not just how it can work to create an ecomonic/Ecosystem.You have to think about how the player can influence the system.Disrupt it. Hinder it. Help it.If i Kill everyone in Riverwood then the town shuts down. New travellers may settle down in th village some time later, but for now, the town is dead.So How will Whiterun get its supplies to make bows?They will have to buy them from falkreath. Now you will see a decrease in imperial troops on the road as they can no longer recruit "Riverwood Lumberjacks". ORi can help hod chop the wood, increasing the town economy. More wood=more bows.I could head to whitreun and teach the Workshop owner how to make Elven bows.RESULT:he will then make elven bows and the 'riverwood Lumberjacks' will be equiped with them when they are recruited.. Link to comment Share on other sites More sharing options...
Fisrion Posted October 10, 2011 Share Posted October 10, 2011 (edited) Yeah..i like this idea...But the thing is: Either you have a complete sandbox game where EVERYTHING is based on such a system which consists of lots of smaller systems that work all together and form a massive, living world which changes dynamically based on ai actions and your actions but WITHOUT a scripted story or you have such a system but it does only work in a way that it does only affect things that are not really relevant for the main quest (or it does not change them dramatically). Since it will be decided in Skyrim´s MQ who wins the war you can´t let one side capture a lot of forts (or even cities) and hold them through such an dynamic system as this should happen in the scripted MQ. For future TES games it might be an possibility that such a system which works without restritions (since it would actually expand what TES is all about) would essentially govern everything that happens in the world (radiant story already sounds like a step in this direction) but for Skyrim it needs restrictions in what it actually is able to change in the world since there are fixed quests that would be broken if they were affected by a dynamic system. Edited October 10, 2011 by Fisrion Link to comment Share on other sites More sharing options...
TroloWiseEared Posted October 10, 2011 Author Share Posted October 10, 2011 (edited) Yeah..i like this idea...But the thing is: Either you have a complete sandbox game where EVERYTHING is based on such a system which consists of lots of smaller systems that work all together and form a massive, living world which changes dynamically based on ai actions and your actions but WITHOUT a scripted story or you have such a system but it does only work in a way that it does only affect things that are not really relevant for the main quest (or it does not change them dramatically). Since it will be decided in Skyrim´s MQ who wins the war you can´t let one side capture a lot of forts (or even cities) and hold them through such an dynamic system as this should happen in the scripted MQ. For future TES games it might be an possibility that such a system works without restritions (since it would actually expand what TES is all about)would essentially govern everything that happens in the world (radiant story already sounds like a step in this direction) but for Skyrim it needs restrictions in what it actually is able to change in the world since there are fixed quests that would be broken if they were affected by a dynamic system.hmmm so how about a balancing act.The stormcloaks cant control every fort in the world even with your help, because as they capture sayyy 40% of them, Radiant tech counteracts with random events like bandit Attacks on the forts,Dragons perching ontop of one, Conurors slaying the guards and reanimating them and other undead to attack the next SC fort, and so on.But you CAN hold cities, but as you move closer in questlines which will take place in the city, Radiant tech counteracts with 'reinforcements which retake the city' restoring it to a state which will be acceptable to the quest taking place in it.What do you think? Edited October 10, 2011 by TroloWiseEared Link to comment Share on other sites More sharing options...
frakle Posted October 10, 2011 Share Posted October 10, 2011 Yeah I dont like the heroes. Nobody shall overshadow Dhovakiin!!! Id also like to fish too. Other than that, everything else seems pretty cool. Yeah, maybe the heroes should just go from town to town in little groups and kill monsters around the roads. Link to comment Share on other sites More sharing options...
natelovesyou Posted October 10, 2011 Share Posted October 10, 2011 There should be a Skyrim version of the Power Rangers, where they act ridiculous and run around in a pack fighting off evil bunnies and trying to take on dragons. Link to comment Share on other sites More sharing options...
TroloWiseEared Posted October 11, 2011 Author Share Posted October 11, 2011 There should be a Skyrim version of the Power Rangers, where they act ridiculous and run around in a pack fighting off evil bunnies and trying to take on dragons.i WAS going to reply with a Monty Python skit.... but this is more original Link to comment Share on other sites More sharing options...
Fisrion Posted October 12, 2011 Share Posted October 12, 2011 Yeah..i like this idea...But the thing is: Either you have a complete sandbox game where EVERYTHING is based on such a system which consists of lots of smaller systems that work all together and form a massive, living world which changes dynamically based on ai actions and your actions but WITHOUT a scripted story or you have such a system but it does only work in a way that it does only affect things that are not really relevant for the main quest (or it does not change them dramatically). Since it will be decided in Skyrim´s MQ who wins the war you can´t let one side capture a lot of forts (or even cities) and hold them through such an dynamic system as this should happen in the scripted MQ. For future TES games it might be an possibility that such a system works without restritions (since it would actually expand what TES is all about)would essentially govern everything that happens in the world (radiant story already sounds like a step in this direction) but for Skyrim it needs restrictions in what it actually is able to change in the world since there are fixed quests that would be broken if they were affected by a dynamic system.hmmm so how about a balancing act.The stormcloaks cant control every fort in the world even with your help, because as they capture sayyy 40% of them, Radiant tech counteracts with random events like bandit Attacks on the forts,Dragons perching ontop of one, Conurors slaying the guards and reanimating them and other undead to attack the next SC fort, and so on.But you CAN hold cities, but as you move closer in questlines which will take place in the city, Radiant tech counteracts with 'reinforcements which retake the city' restoring it to a state which will be acceptable to the quest taking place in it.What do you think? I think this would be the best solution for Skyrim because it gives you the freedom to theoretically do everything you want but does make it impossible do break quests in practise (and it does so in a way that it feels natural an logical). :yes: Link to comment Share on other sites More sharing options...
Jakeschulz Posted October 12, 2011 Share Posted October 12, 2011 what is great about skyrim is that you can live in a city, or if you get fed up with that u can run off into the expansive wilds. ps: yay Gamestation in my town said they will give me their Skyrim posters for free yay as they get a lot Link to comment Share on other sites More sharing options...
TroloWiseEared Posted October 12, 2011 Author Share Posted October 12, 2011 well the idea still needs to be simplified quite a bit.right now it is way too complicated to be considered.They want SIMPLE systems working together to create complexityI.E.:if Bethesda wanted to code wolves to drag creatures off, they wouldnt recode an entire system just for that.Instead they would Re-apply the PC drag mechanic and create a small animation for the wolf holding onto the object with its teeth.----------------Any ideas? Link to comment Share on other sites More sharing options...
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