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Total Realism Overhaul


Mansh00ter

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Just a few words about the whole idea with magic-armor interaction: it's primarily to give mages a reason to switch damage spells. Right now, is there a reason to use anything but fire spells? Aren't those the best when it comes to killing things? "Fire works against everything" is, while in line with the popular "kill it with FIRE" ideology, not something I like to see when playing a mage. It also means that you eventually settle down with just one favorite offensive method, which can get boring, but more importantly, really dampens the whole potential magic-wielding characters have.

 

So the idea is that mages should, if they want to be really effective, first actually look at what they're trying to bring down, then use an appropriate method. So a big, armor-plated warrior is charging at you? Zap him. Try to burn him and all that armor does protect against fire in the amount of time he needs to hack you to pieces. An archer wearing all that oiled leather and furs gets fancy with the bow? Burn him. Don't try to zap him because leather is a better insulator than metal and you won't get that extra whoomph when his bearskins catch fire. ;)

 

This is just a short outline, but you get the idea. Variety is good, especially if you need it to be at your best. Sure, you will be able to play a pyromancer and never use anything aside from fire spells, but you will have difficulties in certain situations.

 

Similar stuff with more physical characters. For example that archer situation csebal mentioned (and yeah, I am currently playing a proper melee character); it depends how flexible you are, but the way I want to set things up will mean you will almost always have a way forward, regardless of your playstyle. For example, I just had a situation where I was getting two-shotted by a spectral archer despite all my heavy armor (I am playing a 2H character, so no shield). I managed to dodge a shot and stun him with a shout, then charge in... at which point my brutal axe assault barely scratched him and he murdered me with his one handed sword. I had to eventually resort to slowly whittling him down with shouts (cause my arrows were bouncing off as well) and cowering behind a pillar.

 

That's the sort of thing I want to avoid with my mod. Yes, charging blindly into the aim of an archer will get you severely wounded or killed. You can try to dodge the shot (good luck, I plan on increasing the speed of arrows to something which approaches actual arrow speed) or catch it on your shield, or shouting them down and then charging, but if you just run into it, you will pay for it.

Likewise, if you manage to get to them and land a power strike on their head while they still have their bow out, THEY will pay for it and I don't care if they're Ysgramor himself.

 

It may make certain situations more difficult, and it may even require some creative approaches, but the point is that combat should be difficult, dangerous and, when all is said and done, it should leave you with a sense of accomplishment, not frustration.

Edited by Mansh00ter
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Well, little tweaks like armor resistances probably wouldn't hard to work in, and lots of the time its the little things that can really make the gaming experience spectacular. Sure you have to look at the big picture/vision first when designing a game overhaul, but it doesn't hurt to discuss whatever realism aspects you want (until a modding team is getting down and dirty... then you don't want clutter).

 

My idea on resistances would be the following...

 

Heavy/plate armor - weak against cold(stiff joints, metal doesn't provide cold protection), strong against fire (nothing ignites, so less sustained burning and skin damage although of course you are still screwed if you stay in the heat), neutral against lightning (heating of armor would offset reduced shock, metal also could draw more lightning magic towards you)

 

Light/medium armor - cold bonus due to insulation, weak against fire(holds in heat and smolders), neutral against lightning

 

Cloth Armor - cold neutral, fire neutral, weak against lightning since your body takes the brunt of the shock..

 

Stretching with some of these and it matters on how exactly magic fire etc. works... just brainstorming.

 

Then weapon wise, it is pretty agreed upon what armor is good against what types of weapons. Medieval weapons were designed with armors in mind.

 

Heavy/Plate - Strong against blades, neutral against axes, weak against maces

Light/Medium armor - Strong against maces(padding absorbs shock and you can move to avoid blow more), neutral against blades, weak against axes

Cloth - Weak against blades(cuts through soft flesh the best of all), neutral against the other 2

Edited by Levgre
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not sure if a crafting system overhaul is in scope of this mod, but i would really love to see a fletching mod that allows for poisoning of arrows. (i know you can poison bow for next shot, but would be cool for those ranger / sneak / assassin types that invest in alchemy, to be able to make poisons, and apply them to arrows before hand)

 

yeah, morrowind complete mod had something simmilar, but it was really reserved for later part of game, when you find all the recipes, equipment and so on.

 

it would be cool for poisons to be an integral part of an archer's gameplay, available from start in a weak form ofc.

like this ranger, living in the woods, gathering all he needs to survive in the forest, selling pelts and meat in a city :)

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not sure if a crafting system overhaul is in scope of this mod, but i would really love to see a fletching mod that allows for poisoning of arrows. (i know you can poison bow for next shot, but would be cool for those ranger / sneak / assassin types that invest in alchemy, to be able to make poisons, and apply them to arrows before hand)

 

yeah, morrowind complete mod had something simmilar, but it was really reserved for later part of game, when you find all the recipes, equipment and so on.

 

it would be cool for poisons to be an integral part of an archer's gameplay, available from start in a weak form ofc.

like this ranger, living in the woods, gathering all he needs to survive in the forest, selling pelts and meat in a city :)

 

+1 for fletching. That's something Bethesda really missed!

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Damn it... pelts! i almost forgot.

 

Some alteration must be made so that pelts from sabrecats or bears, especially some rarer ones are worth much more and can be used to make different types of lether/fur armor.

Would/should be especially good as clothes to keep the warm too!

 

Its just annoying seeing how every pelt in the game just gives you ordinary crafting leather and nothing else.

 

Rare pelts should also be worth much more.

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Well the Morrowind Mod and Cyrodil mod may become obsolete due to the possibility that Bethesda may create DLC for Morrowind and Cyrodil if you believe this article.

http://www.xbox360achievements.org/news/news-10167-Will-Skyrim-Be-Journeying-Out-to-Morrowind-.html

 

Very plausible as with FO3 and F:NV there were similar "pathways" that indicated future use for DLC.

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Well the Morrowind Mod and Cyrodil mod may become obsolete due to the possibility that Bethesda may create DLC for Morrowind and Cyrodil if you believe this article.

http://www.xbox360achievements.org/news/news-10167-Will-Skyrim-Be-Journeying-Out-to-Morrowind-.html

 

Very plausible as with FO3 and F:NV there were similar "pathways" that indicated future use for DLC.

 

 

I'd say that's just wild speculation, but after world of warcraft actually released a add on based around pandas, i'd say all bets are off. Though I think people will be slightly dissapointed as neither bits of possible DLC in those lands would be as fleshed out as the countries were in their respective games.

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Damn it... pelts! i almost forgot.

 

Some alteration must be made so that pelts from sabrecats or bears, especially some rarer ones are worth much more and can be used to make different types of lether/fur armor.

Would/should be especially good as clothes to keep the warm too!

 

Its just annoying seeing how every pelt in the game just gives you ordinary crafting leather and nothing else.

 

Rare pelts should also be worth much more.

 

Oh I am sure the crafting system can be expanded with new recipes, requiring new ingredients which can be obtained only from certain kinds of pelts.

 

My chief concern though, is whether it will be possible to add a clothing "overlay" so that the player can wear a big fur coat/cloak and whatever armor/clothing (or nothing, for those dirty dunmer flashers) they chose to wear underneath.

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another idea...

NO STARTING SPELLS. or maybe they depend on your race, i.e. I think it is maybe logic that dark elves have the fireball spell, but other races that aren´t so magic oriented should replace it for some other power that makes more sense. I believe you should make your way learning spells from mages, or buying books, maybe the mage in the tutorial dungean has the fireball book instead...

thanks for your replies, i absolutely agreed on what you said answered in my previus comment regarding the guild requirements.

Hope Bethestha releases the CS soon!

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How about making spells available only from Mages colledge? Its not that difficult to reach either since there are carriages available.

-would necessitate changing the reception process though...-

 

 

Oh I am sure the crafting system can be expanded with new recipes, requiring new ingredients which can be obtained only from certain kinds of pelts.

 

My chief concern though, is whether it will be possible to add a clothing "overlay" so that the player can wear a big fur coat/cloak and whatever armor/clothing (or nothing, for those dirty dunmer flashers) they chose to wear underneath.

well, im not a modder, but i think that if nothing else is possible, at least it might be possible to make new sets of armor with different textures that would pose as ordinary armor+clothes (over or under) and so fake it in a sense.

Would have to make a lot of them though, since there is so many combinations....

 

 

/

And i also agree with the poster above that more utility should be tweaked into the inns to make them more relevant. Being able to warm by the fire to take the chills away sounds good.

Edited by VreyAar
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