Joshlaryeth Posted December 13, 2020 Share Posted December 13, 2020 At the moment the conception is very vague and subject to change, I've a few ideas for backstories, if necessary outside of origin lore of each particular item. I've the papyrus scripting knowledge and have already written several scripts and playtested them for basic functions like cooldown timers, or 'ammo regeneration' and designed a few magic effects/enchants. I have basic papyrus ability in general and have made 3 mods, one most recent for Skyrim SE: Wizard Warrior - Defector. So, I understand pretty much all the ins and outs of creation kit and know how to find information for things I don't know. Here's the pitch: The Player acquires gadgets/abilities throughout the game through perks/stats/quests/etc with cooldown/recharge timers and/or energy resource cost. The Player will garner a kit comparable to that of MMO's like WoW. Primary weapons will be used for filler damage when damage abilities are on cooldown or contextually suboptimal. Some Primary weapons will have Counter-Strike spray patterns, those that don't will have relatively reduced damage potential, but this allows the player to improve and deal more damage per second through recoil control if they wish to. There will also be in-betweeners with damage output potential balanced respectively. Enemy stats, spawns, and variations will be revamped to matched the player's increased lateral, and in some cases basically vertical, utility. The challenge will scale with the players level in order to compensate the player's learning curve, starting out basic and manageable with minimal kit/game knowledge, and stats and variations as well as enemy 'abilities' will increased based on mean playtest experience. I'm extremely flexible and open-minded, welcoming all sorts of ideas, and would love to have fellow modders on board. Please PM me or respond here if interested. Thank you. Link to comment Share on other sites More sharing options...
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