krismireto12 Posted November 22, 2011 Share Posted November 22, 2011 Skyrim Extended:This is my idea for what Skyrim desperatly needs, an extension. Normally I would write a very long introduction to my post and what not, but I think that it would be best if I just present my idea in the shortest and most precise way possible, so here it is, very badly organized, my concept of what skyrim really needs:Leveling Extended:Skyrim just feels short, even it's leveling does too. It could really benefit from an increase in level cap, two perks per level up and a lot more perks per tree. Example- a Smithing perk that allows you to smelt one piece of ore into one ingot. I'll leave these up to the modders, but you understand the general concept, more perks that have utility. Skills would also level up a bit slower and would not be as grindable. Crafting Extended:Working on the previous point, crafting skills shouldn't be as grindable as they are. The quallity of an item/potion/enchantment should dictate the ammount of progress it gives, so that we don't end up with an inventory filled with iron daggers and leather bracers with enchantments on the. Moddern will figure out the proper numbers for this stuff.Smithing: Every item would take a certain time to smith, with a small bar filling up showing you the time, it would be balanced as to not be tedious, and it will eliminate grinding.Alchemy: Same for potions, they take some time to be done, though you can leave potions to "cook" and retrieve them later, the ammount would be set by your skill level, someone with 100 Alchemy could leave like 10 potions to "cook". The time again would be balanced, low grade potions can be instant.Enchanting: The UI runs in flash, right? Then we can have a small minigame that you would have to win for the enchantment to work, if you fail you loose a soul gem, or the soul gem degrades to a lower soul quallity.Along with anything else modders come up with really. Lycantropy Exntended:Werewolves are awesome, and they could be so much more awesome. Stuff like forced transformation when the moon is full, forced feeding on flesh while in wolf form at least once a week, otherwise you get debuffs like slower stamina regen, no health regen and so on, modders will figure this part out. The other thing I think needs to be changed about being a werewolf is that it's pretty much the same for everyone, doesn't it make sense for you to morph into a combination of your normal form and a wolf, instead of transforming into a generic wolf thing. Feeding on large animals goes without saying. Specific models for werewolves for the different races, with different bonuses would be amazing, I've even worked out a few that I think would be good:Altmer - Slender werewolf of normal hight, but slightly thinner. Coat of a dirty golden color, with elf ears. Lower melee damage but all attacks deal magicka damage, some of the magicka damage dealt is returned as health, or something else to emphasize their magical nature.Argonian - Werecroc. As a beast race they can stay in were form for much longer, they have waterbreathing and fast health regeneration.Bosmer - Smallest werewof form of all the races, slightly faster, special abillity is that all natural animals are treated as friendly and will aid you when attacked. Light brown fur with long ears. If it is doable they should be Werevultures.Breton - Wereboar. High magic resistance.Dunmer - Dark blue fur with prominent red eyes and elf ears. Lower melee damage, but all attacks have a chance to do elemental damage, which ties into their love for the Destruction school.Imperial - Werebear. Takes slightly less damage, or something.Khajiit - Werelion. Faster and jump higher, automatic night eye, as a beast race they can stay in wolf form for longer.Nord - Largest werewolf, white fur with prominent blue eyes. Immune to frost damage and all attacks have a chance to make the target run in fear.Orc - Werebear. Chance to do critical hits.Redguard - Wereboar with longer fur. Can run slightly faster and deal slightly more damage.All of these forms are set in the lore, just the look of some is a bit modified, to drive home the diversity needed as to not have a boring as hell great hunt. Don't complain about these unless you know the lore. Vampirism Extended:There are many mods in the works relating to Vampirism, but I still have to mention it. Modders will take care of this so I don't really have to say much, possibly some choice of clan with different bonuses for each would be cool. Combat Extended:Mainly stuff that was modded into Oblivion but also a few new things. Deadly Reflex should make a return. We also need third person animations in first person, of course rigged so that they would work. This would also allow us to see a body when we look down.People are always talking about ways to jazz up the combat, but I wanted to chime in with the third person animations in first person thing. It is just awkward to see two swords on both sides of the screen and then zoom out to see a character holding the weapons nothing like that. Throwable weapons as well, we are in a viking like setting for crying out loud.And a new button for blocking, so that we can dual-wield block. With a shiled you would just preform a quick bash with the current block key, with two handed weapons it could do a pommel strike. Guilds Extended:They quests are just too damn short. And that's because Bethesda are cattering to lazy, ADD console kiddies. Why couldn't we have some stellar low tier quests for the guilds to pad out the space between newbie and master. Here are some concepts:-Companions: Take a two shield brothers (from the lower ranking ones) and go take down a large giant camp outside Whiterun. Go stop a giant skeever infestation at the Black-Briar meadery and so on.-Theives Guild: Have to seduce someone to steal their clothes when they get naked for sex, option to have sex with them, then slip out while they are asleep, have to give someone a gift, then steal it and plant it on someone, then tipoff the guards. When guild master, have to do administrative stuff, like bailing thieves out of prison, supplying the guild with gear and stuff like that, can recruit people into the guild. Have a quest line to hunt down the Cowl of Nocturnal after the main thieves quest line.-Dark Brotherhood: Have to push a thane off his balcony in Solitude, have to swim out into the lake/sea to puncture a hole in a small boat to kill someone like that, have to lure someone into the wilderness and get him eaten by an animal, have to use a Frenzy scroll to get someone killed by the guards. Same administrative stuff, can rectuit people into the brotherhood as well.-Mages: Hunt down artifacts, learn unique enchantments and so on.-Blades: Can bring anyone to Delphine to reform the blades, no restrictions. Can pay some steward somewhere to clean up and furnish the place.And many other things for all the guilds, I'm just trying to share an idea for a deeper, extended experinece. Stuff that should have been in Skyrim on release. And because this is already way too long, just stuff like this you know, in this spirrit, that would make the game deeper and more rewarding, not to mention longer. 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zhanghaiping Posted December 15, 2011 Share Posted December 15, 2011 Good light!!! Wow! a $10 xeccon's flashlight......can't think of a time i need that. Link to comment Share on other sites More sharing options...
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