Vhearhok Posted March 8, 2012 Share Posted March 8, 2012 (edited) I would really like to see a mod like this made, let me explain what I have in mind: Workbench and Grindstone would now be used to sharpen/repair weapons and armor instead of improving. Weapons: 1. They would do different damage on different targets, as an example bladed weapons would do less than maces on dwemer constructions same goes for armored npc's with heavy armor.2. They would do a lot more damage in general so that you don't have to slash a humanoid 50 times before he dies, but this ofcourse goes both ways. Want to make it so that you need to either evade, block or interrupt and not take a slash and hardly be hurt. 3. Weapons get damaged with every hit, because it gets dull or it starts to break. Weapon would either be destroyed (Artifacts wouldn't ofcourse) or unusable until repaired if they hit 0%. How much damage the weapon takes would depend on the armor, hardly any if the target isn't wearing armor and most if the target is wearing heavy. Would also depend on what type of weapon it is, a mace would be able to take more damage than a sword. What I'm thinking is "Iron War Axe (100%)" to see how damaged it is. 4. Bows would ofcourse not break, but the string would need tightening and until you would do so the damage would decrease just like with the other weapons (maces would not get a damage decrease). I also want it to be much harder to get arrows to try to balance it with the damage increase. Bows would not do as much damage as melee weapons, would also prefer if damage depended on where you hit your target but I imagine this is rather hard to do. Armor: 1. Takes damage depending on what the enemy strikes you with. Whether it can be destroyed or not depends on what you go with, same as with weapons. Blunt weapons do more damage to heavy armor, bladed weapons do more damage to light armor). Spells: 1. Big damage increase, but also big cost increase plus "recoil". The longer you would channel a spell like flames, the more damage it would do to you, the less damage it would do to your target and the more mana it takes (Same goes for frequent use of other destruction spells). Recoil might go away once you get to 100 destruction. This is to avoid the delightful way a bandit could be torched nonstop for 20 seconds and still stand plus to enforce what Tolfdir said as you joined the college. Only fire would do damage. Frost would slow you down and ultimately freeze you for a few seconds and lightning would have a bigger mana cost increase and with the % of making you aim upwards or to the sides as if you were getting electrecuted. 2. Equilibrium is now finally useful, and will let you use spells more frequently without the increased penalties for a few seconds (ontop of the original effect). 3. Armor spells like oakflesh would reduce your speed depending on how much armor the spell you cast gives, this would reduce with alteration skill. 4. Standing near your atronach is a bad idea, the damage they do to you depends on your destruction skill (would not do damage to friendlies or follower, to avoid annoying mishaps). Your zombies can now forget who their master is and enter a frenzy, the chance of this happening is reduced with conjuration skill and depends on what kind of raise dead spell you use. Would also like it if your destruction skill increased atronach strength, but since this would make atronachs "bad" unless you went destruction it might ruin it for some people so I'm not 100% on it. 5. Illusion spells no longer have a lvl limit, but instead it depends on what type of enemy you're facing. All three would work on Bandit, Calm and Frenzy would work on Bandit Outlaw, Calm would work on Bandit Thug and none would work on bandit chief (example). 6. Kinda feels like Ward is an alteration spell, enough said. 7. Goes without saying that dual casting destruction spells is a very dangerous thing to do. Most of the weapon damage increases only apply to humanoids and animals, since draugrs can afford to get beat up and sliced apart considering how they don't even have any organs to be damaged. The damage would still be increased, but draugar would have more resistance. Flame atronachs immune to fire, frost atronachs immune to frost, storm atronachs immune to lightning. Frost Wyrms would be more dangerous than sabrecats, and should make the player flee in terror. Would also prefer stones to be nerfed, except for the ones that increase skill lvling speed. I feel like I should always be using a stone, but I don't want to become too powerful. Would also like Tower Stone to simply make lockpicking easier or to increase the damage a lockpick can take. These were just the ideas I had right now, but I hope any modder out there becomes interested in any of them. Edited March 8, 2012 by Vhearhok Link to comment Share on other sites More sharing options...
Recommended Posts