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Turning Skyrim Into A War-Torn Medieval World - opinions please on key


paraplegicLamb

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A few buds of mine and myself thought a few things through over the last few weeks and I'd like to share some with the public in hopes of getting some opinions on things like:

The Big List of Ideas

 

* New World *

 

[] Topography: Much like Skyrim's but with less-steep mountains and more knoll-like hills, creating a diverse landscape with a large field of view

 

[] Climate: A slightly warmer, temperate location

 

[] Weather: Roughly defined with rainy, cloudy, darkened, and / or gloomy

 

[] Locations: Unique Castles, forts, towns, and villages

 

* New Factions and Faction Abilities *

 

[] All Human: Factions are all human-based

 

[] Abilities reflect the strengths/weaknesses of their respective factions

 

* New Storyline / Quests *

 

[] Open-ended storyline

 

[] New side quests

 

* New Weapons and Armor *

 

[] Historically accurate Renaissance-era weapons

 

[] Historically accurate Renaissance-era armor

 

[] Custom banner / decal art for factions

 

* New Mechanics *

 

[] Jarls are treansformed into lords of different Castles / forts and govern regions of land - Quests determine alliances between lords

 

[] Dragons removed / toggable

 

[] Religion

 

[] Spells / enchantments are 'religious-based' blessings

 

[] Faction sieges

 

 

 

In short, the player starts by creating his / her character, choosing their class-based starter gear, their faction, and are then finally placed in the world accordingly. That specific faction starter quest will initiate and they may act upon it as they like by either becoming a key asset to their lord and his campaigns or leave and attempt to make a name for themselves on their own. Talking to people will of course initiate side-quests and a certain amount of 'key quests' as we are calling them, will help determine the outcome of each Faction's survival. Factions being destroyed and conquered is a set goal of ours (lords are non-essential yet heavily guarded. If a lord dies, his people follow the conquering lord) Note: Yes, the player may become a lord and no, that isn't the focus of the main questline

​Because this project will be immensely huge, we are going to try and tackle it in sections, starting lightly with weapons / armor and the basic characteristics of each individual faction. The amount of factions is up in the air at this time largely due to not knowing how large of a world we are going / able to make. Ideally however, three to five is our goal. All at war with each other or living peacefully depending on the players involvement.

Currently we aren't looking for help but if things move along positively, then we may require a few extras on our team. That's far in the future however and not really in mind or thought. Feedback on our plans is highly appreciated! We'd like to know if there's an interest in this project before we get too highly involved.

- Thanks for reading!

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