Mephistoph Posted February 19, 2012 Share Posted February 19, 2012 There are numerous other posts about resource gathering and building your own keeps, having NPC's to do the tasks, etc. Most of these other mod ideas are excellent. What would be a cool idea/addition to those concepts would be 1. before you can build/gather resources you need to hire, attract, recruit various NPC's to do the work. NPC's will require food/money/shelter (basic shelter for initial workers could be a tent type item) to work for you.2. those NPC's can level in their abilities, ie A higher level miner will gather more iron, or more gold, etc. Also, the higher the level of the NPC craftsman, the higher the quality and the value of what they make - a higher level stone mason would build stronger walls (see point #7) - a higher level smith could make stronger iron bands for a gate door, etc.3. leveling the NPC's comes from training materials you find adventuring - like a dwemer text on smithing4. when it comes to structures you need to hire an architect - the higher level the architect the more variety and the higher the quality buildings (hovels versus houses idea). Other types of designers can be utilized for other types of goods - a siege engineer to design catapults, spiked barricades, ballista; a weaver to make cloth, a seamstress to make clothing, a hunter to gather food and leather, a leather worker to make leather goods, a boot maker, a baker a candle stick maker, etc.5. the pre-requisite for certain types of NPC's will be certain types of structures and goods. Like a high level alchemist would require a nice house with a room for study and potion making, but you would need to have a high level architect to provide the blueprint before it can be made and certain types of gathers/farmers to collect and sell the goods the alchemist would need to make potions.6. castle and keep structures can be modular in their addition - meaning if you only have enough resources, manpower and the correct blueprint to build the main part of the keep, later on you could add a tower, after that a ballista, later on a moat and bailey. All of these add-ons will also modify the interior areas. (*NOTE* this would be the part that might not be possible) 7. structures are destructable (*NOTE* most likely impossible with the engine, but don't really know) - that way a door or a tower can take damage from dragons, siege equipment, massively powerful spells, and they would require repair work or rebuilding.8. invasions, battles and monstrous attacks to test this newly built and thriving city. Is this basically making Skyrim an RTS? No, not really. This is just making it an actual living and breathing ecology and economy. I would imagine it would be a crazy amount of scripting and programming. I myself can model and texture anything, as that is what I am employed doing, so I would love to contribute to that aspect of what this would take. But I know next to nothing when it comes to programming/scripting. Hopefully someone could fall in love with this concept and run with it. I'd love to play in the Elder Scrolls universe where this type of game play is the frosting on the cake. Link to comment Share on other sites More sharing options...
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