punxdog Posted December 1, 2011 Share Posted December 1, 2011 That's simply not true, I can easily sneak kill many enemy with a bow at level 47 and have been able to for a long while. The same cannot be said for them firing arrows at you Link to comment Share on other sites More sharing options...
Aokami Posted December 1, 2011 Share Posted December 1, 2011 (edited) Looking like a good direction. Whilst it's good to have a zillion parts to a mod, I think getting it done is far more important than a mod that never makes it ;) Health.- I think the point of not having instant heal potions is to stop the 'inventory' drink x10 potions and then start again fully refreshed. Another way around it might be to stop opening the inventory whilst in combat, not sure on implementation of that however.- I used a system of 'meat/protein' for health regen, 'fruit & veg' for stamina and cheese & breads for magicka, removing most of the instant effects in the process. Generally cooked foods give 1-2 hrs of regen [real time]. I like the idea that I will have to get a mix of foods. It wont kill me to not eat [it takes weeks normally anyhow so...] but it will effect my ability to do any kind of combat certainly. - Food rots and very much so. It's only refrigeration and preservatives that keeps most food as long as it does. The idea here is that the inn-keepers will be kept busy providing food [and us out of pocket] Combat- Most clean hits would kill. An axe blow to the neck of anyone would kill, unless it glances off armor, is blocked, dodged or similar. I think this translates simply into increased damage but harder to hit. Optional- There ought to be options for inclusion or not. For this i would have an implementation of giving a certain time frame in which food has a positive influence on your body for a certain (long) amount of time (no instant health through food)... and an implementation of manapoisoning which is has a progression alike to alcohol but the manapoisoning acts more like a disease with many penalties among them also slow health degeneration, halluzinations... Manapoisoning occurs when the natural magic resistance of the body ['System for deriving that will have been found out soon by me'] has reached its end (Rejuvenation Substances have a high progression on that nmr-bar if they are injected (instant recovery), a low to medium (or rarely even high) progression if they are drunk and ingridients have a low progression....In lore 'Manapoisoning occurs when a mage has used and restored his mana with natural mana replenishers too many times... the strain on the mind is excruciating and along with the elevated re- and degeneration of body cells causing harm various symptoms like halluzinations, overwhelming rage, calm and other changes of body and mind similar to symptoms of certain diseases or poisoning can spring forth from a simple overingestion of alchemical potions and elixirs. Thus every mage knows to purify himself every time he trains or goes into battle, this method is best achieved through...' My biggest thing is having combat feel deadly again. I know it's totally imbalanced, but being hit by arrows should be able to one-shot people. For me there's nothing more satisfying than pulling off a headshot from hundreds of feet away on a bandit and watching him plummet off of a ledge. But alas, after the first few levels you usually can't do this because they scale up. I'd prefer limb-based damage. Hit in the chest, two hits will kill you. Extremities like arms and legs, four to five. Head, one shot. Melee combat would basically be the same way but would change based on armor. If an enemy is wearing a helmet of high quality, an iron arrow won't pierce and do much damage. If you're firing ebony arrows at a guy wearing a leather cap, that guy's dead. Here i have two things (i want to work on a full version of all ideas to be used on the weekend and give them to a modder like Mansh00ter from the Total Realism Overhaul topic)The first is to give the player two health packages at once... the first is the bodypart overall body package showing wounds states and such... it is the 'realistic damage taking'...the second package is the dragon aura (whatever you wnat to call it) it is the current health of skyrim and the protection for the body (body parts may still recieve wounds...) The Second thing to give the player is 'armor' (the defense value) is calculated as a percentage on which health package two recieves X % of damage, this requires another thing for armor 'durability' which will take the damage protected against, it has much bigger 'value' than the second health of humans and as armor depends on the material, type and quality of armor (durability)... durability depends on material and type of armor... this at the same time will make fighting much more relistic... of course it needs balancing... PS: Clothes also have a durability and of course the more they have the more luxurious they look and the less they have the more 'skimpy' they become... either in a suggestive version (my preferance, would veil chest and 'panty zone') or for the perverts a nudity version Edited December 1, 2011 by Aokami Link to comment Share on other sites More sharing options...
Aheeia Posted December 5, 2011 Share Posted December 5, 2011 i really love to see the wounds part being visualized. visual fleshwoundsmeaning you would see fleshwounds on the body untill treated. visual scarsif you dont treat and heal a wound within a certain timeframe. you would receive a permanent scar on your body. (lets say with a maximum with 1 per limb and 2 on the torso front and 2 on the back) besides the playerbody i'd love to see more fleshwounds on npc's. especially with arrows. there is blood were the arrows are in the body, but it disapears real quickly...also fleshwounds from all the other weapons should be visualized. not totally realistic and somewhat tuned down so its not just a blood and gore fest... Link to comment Share on other sites More sharing options...
Dark1978 Posted December 14, 2011 Share Posted December 14, 2011 (edited) I's like to post some ideas Temple/Disease Cure I don't like the fact that it's to easy and free of charge at temple the way to remove curse so i'd like to see those changes: The need to find the right divinty for the current disease (es:Akatosh for magicka regen disease..) atm it's to easy and no differentiation.At temple you need to pay for cure and the cost need to be higher depending of the level of the disease [loved the idea of different stages]The shrines scattered around Skyrim should require some kind of gift that you need to bring there to activate the healing effect. Guild Access I don't like the fact that you could access all the guilds within the same playthrough so some limit and offlimits i think could add some kind of realism. Es: A rogue that will try to access the Winterhold mage guild may trigger an answer like this (Faralda) -"Scumbags like you have no right to step in and learn arcane arts... ____________________________________________________________________ A mod that completly remove the pause when Q is pressed could be a nice add, you want slow time use the shout... Sorry for my english,i'm from Italy. XD Edited December 14, 2011 by Dark1978 Link to comment Share on other sites More sharing options...
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