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True Surrender


Striklikl

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I suggest as an addon to this mod, for the enemies who don't surrender, instead of them saying "I yield", they say "Damn you!" or "I'll get you for that!".

Although, that requires voice acting. :confused:

Perhaps the ones who try to kill you after falling over just don't say anything.

Edited by billyro
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Good stuff. I made a thread that kind of touched on similar topics a while ago (Check it out here: http://www.thenexusforums.com/index.php?/topic/486798-improved-lawcrime-enforcement/page__p__3979807__hl__%2Bimproved+%2Bcrime__fromsearch__1#entry3979807)

 

If you like any of the ideas, feel free to add em to your original post so there's more chance a modder sees them and works their magic to make it a reality! A "true yield" system is sooo needed. Options beyond that would be great too!

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you forgot to include feather torture, tickling them until they pass out.

 

Sorry for seemingly ressurecting a day old thread (Le gasp!) but I don't check these forums nearly often enough.

When thinking of turning in bounties, I'm thinking of one guy intimidating enough (yes, a reason for the intimidation perk at last!) herding a group of bandits or forsworn to the nearest town, maybe players can use handcuffs for a change, it sucks being handcuffed without being able to do it back.

 

The reactions should be based on race and type. Here's just my opinion, if you guys have better ideas about what they would do then don't bludgeon my head in, I like it intact.

Reactions

  • Cowardly: When seeing a powerful enemy, or their health is low, will immediately flee the scene for their lives. If they don't see an opportunity to escape, may simply cower and surrender.
  • Sneak: Feigning surrender to a very powerful enemy or when low on health only to attempt to stab them in the back when weapons are sheathed or back is turned.
  • Honorable: Will honor a fight with a powerful enemy, or seek to offer themselves to the said opponent out of great respect. May surrender intelligently seeing little point in trying.
  • Zealot/Brute: Too devoted to back down, or simply too dumb. They will never be willing to let themselves catch a break if ever possible.

Races

  • Human: Rather varied, but many would prefer not to die to an obviously more powerful enemy. Nords may be more proud than the others
  • Orc: Honored to fight a more powerful foe, sometimes more eager to die at a worthy blade, but may want to follow them to earn a portion of the glory themselves
  • Elf: Less than eager to die, I imagine many of them would flee or surrender in the end, they tend to be less eager to end their long lives
  • Khajit: Sneaky, cowardly on a whole. Surrender, run away, or wait until your back is turned or your weapons are sheathed to attack again.
  • Argonian: Potentially sneaking, but capable of honor. More likely than elves or Khajit to face an honorable end or a worthy enemy.

Types

  • Bandits: Cowards, Sneaks, Brutes. They'll try to overpower in numbers, stab in the back, or run away from a terrifying enemy. It's about the profit, and if their lives end in a fight, it's not worth it. WORTH BOUNTY
  • Forsworn: Zealots, Sneaks, they are not afraid to die and will do all the damage they possibly can to the last breath they take. Surrender is rare. WORTH BOUNTY
  • Civilians: Fearful, very likely to run away. When I am caught pickpocketing, it's a little unrealistic when the torn-ragged beggar pulls an iron dagger on an imposing daedric-clad monster like myself, and those that don't have battle training would really just run.
  • Guards: Brave in numbers, morale goes down when you wear high level items such as ebony or tougher armor, or daedric artifacts. Will be more likely to fight to the death, will -not- offer to join you.
  • Necromancers, rogue mages: Proud until nearly dead, their cowardice would be expressed very fully when at low health, offering to join would be out of fear for their lives, potentially sneaky, trying to use their "awesome power" to bring you down when you turn your back on them. Will likely just try to run away.
  • Undead/Constructs: Will beg for mercy at every fi-just kidding, they don't count, they just don't stop attacking no matter what.

Pretty sure I missed a group. Meh, whatever, you get the idea.

 

As I have said (I should have said, I better have) earlier in the thread, there's a very extensive list of possibilities that can be expressed through here. Since I suck so badly with coding, I can't say which is possible or not, but I really do think this is a good addition to consider for skyrim.

Edited by Striklikl
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  • 3 weeks later...

Everything looks nice

from here

to

http://www.thenexusf..._1#entry3979807

to

http://www.thenexusf...06#entry4057906

 

i like approximately everything (except for the racial thing of thinking elves are cowards... it varies not on race but on their upbringing (bandit, civilian...)

With a Moral counter and a Fear counter (Moral overruling Fear) indicating when a npc may run away or an entire group disband and flee...

Fame creates the base for the fear counter in opponents (varies with rank of opponent and ...); when defeating an enemy you induce a bit of fear and damage to their moral... when fear is high they flee, except if their moral is still high...

when defeating higher ranked opponents (their leaders and subleaders) the moral goes down much more than with the others... and it may happen that they flee... except for some groups of extremely proud to death warriors...

moral and fear counter also goes with your companion, mount and pet

Edited by Aokami
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great idea

first time someone said "i yield,i yield" i was like "okay,your spared" but then he stood up and i was ready for a hand shake (the Honorable Knights way) not a mace to my face (that actually rimes ) but now when they say that i'm all like "yeah right" (((YOL TOR SHUL))) :devil:

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you forgot to include feather torture, tickling them until they pass out.

 

Sorry for seemingly ressurecting a day old thread (Le gasp!) but I don't check these forums nearly often enough.

When thinking of turning in bounties, I'm thinking of one guy intimidating enough (yes, a reason for the intimidation perk at last!) herding a group of bandits or forsworn to the nearest town, maybe players can use handcuffs for a change, it sucks being handcuffed without being able to do it back.

 

(...)

 

As I have said (I should have said, I better have) earlier in the thread, there's a very extensive list of possibilities that can be expressed through here. Since I suck so badly with coding, I can't say which is possible or not, but I really do think this is a good addition to consider for skyrim.

 

This.

Personally I think this whole idea is great. There might be the problem of racism, but seeing as Native Skyrim actually already has a lot of it, I don't see a problem with including something that would bring this to question. There are after all cultural differences between people. However it would probably need a bit of individuality or a random value or something for each character so that it doesn't seem completely racist.

 

I also approve of the "simpler" solution. Being simply making yielded foes unable to attack you again for a certain amount of time, or until you attack them again.

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