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Elder Scrolls Wars


MajikMoshos

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Creating an RTS out of Skyrim may not be an easy feat, and thinking about this idea it may be better off on another engine, particularly another RTS, but just hear me out!

First off, large scale battles are entirely possible in game -

http://youtu.be/GsZc4VoMOH8

 

Though tweaking the AI settings and optimising performance is a must to get 'em right, cushioning any impact on performance for certain PCs and compensating for artificial stupidity. I've provided a rough idea of units and gameplay, but I want to get people on board and would love to see some more ideas and criticisms. I'd also love it if perhaps people can prosposition additional campaigns, units, and scenarios, because I'm not the best on Elder Scrolls lore.

Alrighty then, onto the concept!

 

Skyrim Wars

 

Play Modes:

Campaign:

Choose either the Oblivion Crisis (Imperials), Great War (Thalmor) or Civil War (Stormcloaks or Imperials, your choice). Each campaign offers a different experience.

  • In the Oblivion crisis you'll have only a small force of soldiers and will find yourself having to recruit a rag tag army in your battle to liberate the lands from Daedric rule, all the while the main event's going down in Cyrodiil. You're stranded from the action, in a different part of Tamriel (Morrowind? High Rock?). Closing the gates is a top priority - no matter the cost. You could sack a village for loot after the daedra have left it, or save the populace and earn some new recruits! Loot can be used to bolster your rag-tag army and its special hero units - completing sidequests to unlock better loot, additional units and new heroes!
  • In the Great War, you'll be in the boots of a hot-blooded Thalmor General who'll do anything to rise to power. First up, the annexation of Valenwood and Elsweyr, where you'll encounter attempts at resistance by a few local communities who must be punished. Then you're ordered to partake in the war effort Hammerfall and then Cyrodiil, taking the battle up to Imperial City in a campaign where sneaky tactics take you a long way. Sure, there'll be some direct battles, but there'll also be a lot of espionage, blackmail and betrayl! Turn generals against their faction, earn favour with your superiors so they may donate reinforcements and resources, and sabotage the efforts of your rivals.
  • Meanwhile in the Civil war, you choose a side before engaging in a series of skirmishes to take back the holds. Engage in diplomacy, make allegiences, declare war, pay or demand tributes, all the while the risk of a hold suddenly coming under attack by the other side...or by dragons...constantly looms. Control the forts and you can guarantee a safe place, but remember the dragons are still flying about, ready to cause trouble at a moments notice. Defeating dragons earns you a huge boost of favour from the people of a hold - but your enemies can recieve the same recognition if they slay the dragon before you. All the while, the Dovahkiin's adventure goes on in the background. Whomever slays the most dragons and has the strongest holds earns the Dragonborn's favour, and that of a certain red friend of his, turning the tide of the war when he unleashes the power of the thu'um!

Skirmish mode/Custom Battle

Pick whatever faction you want, select a battlefield and duke it out! Lore don't matter so much here. Build structures, collect ore, manage farms and trade with villages (or simply pillage them) for gold. Heroes can be purchases with gold - Hire famous adventures, heroes, villains and mercs (ripped straight out of the lore) from taverns, perform black sacrements to summon the Dark Brotherhood, or if you're lucky, earn the favour of a Dragon Priest! But watchout! An angry Dragon might suddenly enter the fray to lay waste to all combatants!

 

The Factions:(still very WIP)

 

The Empire

The Imperials have manpower, using their advantage in numbers together with backup from Mages, agents and Legates to master rush tactics. However, with the exception of their legates armour they're lacking in armour and don't possess the best mobility around.

Units:


  •  
  • Imperial Archer
    Basic Archery Unit. A competent archer who can't really stand up on his/her own in a close-ranged fight, but can still cause trouble from range.
    Armour: Imperial light armour, boots and gloves w/ theives-guild hood.
    Weapons: Imperial Bow, Steel Dagger and Steel Arrows
  • Imperial Footman
    Lightly Armoured footsoldier, a good all-rounder.
    Armour: Imperial Studded Armour with Leather Bracers and footwear and Imperial Light helmet.
    Weapons: Imperial Sword, Imperial Light Sheild
  • Imperial Battlemage
    Skilled combat mages who cover essential medic roles too. Their firebolts can hold back an advancing foe while their frost runes can slow down enemy formations. Since they're unarmoured, they must be protected at all times.
    Armour: Imperial-retextured Adept Robe w/hood, Imperial Light bracers and boots.
    Combat Spells: Firebolt (Enemies), Healing Hands (Allies)
    Defensive Spells: Steadfast Ward
    Activatable Area Spell: Grand Healing
    Targetable Spell: Frost Rune (On ground)
  • Penitus Oculatus
    Skilled stealthy agents who can spot hidden enemies from afar. They're also just as good at sneaky attacks and reconnaissance.
    Armour: Penitus Oculatus Armor
    Weapons: Imperial Agent Sword (retexed Dwarven Sword)
    Targetable Spell: Fireball (off hand)
    Passive Area Spell: Agent's Vision (retooled variant of Detect Life, allowing him to highlight all hidden and invisible units. Always on)
  • Legate
    Heavily armoured imperial elite. All freindly troops rally around the Legate and recive a light combat bonus.
    Armour: Imperial Armour Set, Imperial Helmet (closed variant)
    Weapons: Imperial Sword, Imperial Sheild
    Passive Area Spell: Imperial Oath (based on Rally/Call to arms, makes freindlies in a wide area unable to flee; fortifies Health, Stamina, One-handed, two-handed and archery, always on)
     

 

The Aldemeri Dominion

The Thalmor use a cunning balance of Lightly armoured warriors, nimble Khajit scouts, Valenwood archers and powerful wizards. While they lack heavy armour, they make up for it in range and speed.

Units:


  •  
  • Thalmor Archer
    Armoured Archer who functions as a good skirmisher in combat situations.
    Armour: Elven Armour sans gloves
    Weapons: Elven Bow, Elven arrows, Elven Axe
  • Valenwood Archer
    Bosmeri archers are skilled hunters and can hide from enemy sight with impunity. They also possess amazing accuracy with their bows, with a higher likelyhood to score a critical hit than their altmer cousins.
    Armour: Some type of light armour/clothing, Leather Helmets, hide bracers
    Weapons: Hunting Bow (note: Maxed overdraw, critical shot at level 2), Iron Arrows, Iron Dagger
  • Khajiit Scout
    Especially stealthy scouts who can sniff out hidden or invisible enemies and traps. Though not the greatest in direct combat, their poisoned swords ensure they'll still be a pain even after death. As an added bonus, they can lay down bear traps to snare unsuspecting patrols.
    Armour: Leather Armour, scaled boots, fur gloves
    Weapons: Iron Sword (poisoned), 3 Bear Traps (deployable)
  • Thalmor Soldier
    Finely trained swordsman.
    Armour: Full Elven Armour set
    Weapons: Elven Sword, Elven Sheild
  • Thalmor Wizard
    Adept altmer mages, they work best as shock troops. Pun not intended.
    Armour: Thalmor Hooded Robes set
    Weapons: Elven Mace
    Combat Spells: Sparks
    Defensive Spells: Greater Ward
    Targetable Spell: Chain Lightning
  • Thalmor Justiciar
    Skilled inquisitors who can debilitate enemy forces.
    Armour: Glass Armour set (retex'd to match elven?)
    Weapons: Glass Sword
    Targetable Spells: Paralyze, Fear
     

 

The Daedra

The Daedric forces rely on a Prince dynamic to back up their main forces, balancing a selection of elite units ranging from Dremora lords to Golden Saints and Afflicted swarms by whichever Prince they choose to focus on, one at a time.

 

NPC Factions:

Bandits! Mercanaries! Vampires! The Blades! Companions! Ashlanders! Forsworn! Dark Brotherhood! Theives guild! Mudcrabs! Draugr! Witches! Necromancers! Trolls! All serve as secondary non-playable factions, offering hireable units and heroes...or additional obstacles in your path to victory!

 

Okay, that's a very rough idea of what I've got in mind so far, but it still needs a LOT of development in the conceptual stage. Some of you who are familiar with RTS's, especially the likes of Warcraft, starcraft or company of heroes, can probably guess what I mean by terms like 'Targetable spell' and 'area spell' and all that. These are basically spells you choose to activate yourself, ie making a mage unleash a healing aura around himself to heal other units surrounding him, or making a Pentius Oculatus agent shoot a fireball at a given target. i've also outlined outfits for each unit to help them stand out from one another at a distance. Anyway criticism, suggestions and assistance is welcome! Sound away!

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