crawler3 Posted September 9, 2012 Share Posted September 9, 2012 This is just a little something id like to see implemented, an immersion factor that kind of makes sense when you think about it. Seems simple enough to make, but i don't have the coding skills to attempt the effort. TL:DR, it is clearly obvious this weapon has killed many people. My enemies don't want to join them. ~ SYNAPSES~Individual weapons gain hidden stacks per human kill. Certain actions can reduce stacks. Upon reaching X number of stacks, said weapon gains ranks of Bloodied Weapon, which cause varying passive and active effects on the weapon and those those around him/her. ~GAINING STACKS~Kill anything with blood. Mainly humans and some animals. Exceptions are spiders, skeletons, ghosts, constructs and atronochs. ~LOOSING STACKS~Swimming (-2 stacks per in game minute while under water), rain (-1 stack per minute while out doors) or using linen (-10 stacks per use and create bloodied rags). ~RANKS~Stacks (on vanilla sword)1-10, No effect. Clean weapon.11-25, On drawing your weapon, each humanoid hostile has a 2% (x) chance to be feared. This can only happen once per humanoid (to keep the player from holstering and re-holstering the weapon for the effect)Upon killing an enemy, this check is made again against all remaining enemies with a stacking 1% (y) per kill.26-40, Same as above except variable X is 4% and variable Y is 2%. The gruesome message your weapons carries causes people to be caution and even scared of you. Merchants prices are increased by 10% (z)41-60, x=8%, y=4%, z=15%61-80, x=12%, y=8%, z=20%81-100, Your armament is completely covered with the blood of those you have slain. Your weapon is legendary in the lives it has claimed. X=20%, Y=10%, Z=50% ~WEAPONRY~The type of effects the rank effectiveness. Dual wielding is cumulative. Bows do not get bloody. X=0/0/0/0/0% Y=0/0/0/0/0%Shields. X=1/2/3/4/5% Y=1/2/3/4/5% Added to main hand weapon.Daggers are a subtle weapon. X=0/1/2/3/4% Y=1/2/3/4/5%Swords/axes/maces, listed above. X=2/4/8/12/20% Y=1/2/4/8/10%2-Handed, weapons of great size and intimidation. X=5/10/15/20/25% Y=2/4/10/12/15% ~EXAMPLE~You're wielding a great sword with 57 stacks. You draw your weapon for combat against a group of 5 bandits. Each bandit makes 15% check to be feared. -you slay the first bandit, a second check is made for 25%. (15% + 10%)-your next kill makes a 35% check (15% + 10%x2)-you now have Rank 4 Bloodied weapon. -you kill your next bandit, a fourth check for 52% (20% + 10%x2 + 12%)-and the final bandit dies, 64% check (20% + 10%x2 + 12%x2) ...i swear to god, i hope i didnt make things sound more complicated ~EFFECTS~Rank 1-Standard blood particles. Rank 2-x2 blood particles!Rank 3-x3 blood particles, weapon slightly tinted red.Rank 4-weapon completely covered in blood particles and tinted red Rank 5-same as Rank 4, but blood now drips from the weapon. ~CLOSING~If you like this idea, be sure to let me know that you'll make it, i cant offer anything but the praise and thanks of those who'd DL it. Any input, ideas, additions, critiques or conflicts are welcomed and appreciated by mature posts in this thread. Thank you. -Crawler the Third Link to comment Share on other sites More sharing options...
crawler3 Posted September 12, 2012 Author Share Posted September 12, 2012 EDIT: the material of the weapon (iron, steel drauger, ebony, daedric, ect) also adds .1/.2/.3... modifier to the weapon Link to comment Share on other sites More sharing options...
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