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Idea for a TEC Legion faction mod
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Tokra
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 Idea for a TEC Legion faction mod
Basicly, this is a way to semi quickly do some massive expansion of the RP, and provide a quick clear base area for people to implement new quests and such using all of the ruined forts across the game.
Basicly, I can see ruined forts in the wilderness, or some in areas were lore indicates semi recent conflict (tho in that case, there should be NPCs there, with legion/merc protection, rebuilding them) but srsly, look at the number of forts just on the peremiter road ringing the IC that are abandoned, or the forts that literly are in the middle of a road. Those places should be, ruined or not, legion garrisons. instead of a 'lol ruined fort bandit base in middle of road'.
Idea: Take ruined forts, ones that sit in the middle of the road, re-build or partily re-build them (IE: with some go for a 'its been smashed and rebuilt a few times' look)
Ones that are simply in sight of a road: Station a garrison of NPC legionares there as a legion base. re-tool the interior as a legion barracks/prison/base
Random ones in the wilderness, rebuild to varrying degrees, have legion based in them, do wilderness patrolls, protect farms in the area, etc etc.
From there, group them into area/regional commands using TEC legion ranks. Each fort, ran by a Lt, staffed by various enlisted ranks (they lead the patrol squads and such) For the area command (IE: Forts in same general area) are commanded by a captain. he issues the orders and what not, and the fort commanders carry them out. Region command: Basicly, commanding a very large area of forts, county sized usualy, or larger. A general.
Now, once thats done (or at least once a few forths and/or a general regions forts are done) add some legion faction quests.
Your characther is a IC Dept of Justice legionnaire to start (you get your orders in DOJ office and from the JAG). Once you have been promoted at least once, add an option to the dialouge 'request transfer' and add to the dialouge the various forts that have been re-built. What you can do then depends on your rank.
If a Corporal (or higher) you get tasked to walk patrols, pull guard duty, etc etc, with a squad you command. Penalties if too many die too often, bonuses if they stay alive. The more that live, and the longer they live, earn bonuses per mission for fame.
Your first few such quests, a Sgt accompanies and leads you and the squad, (til you've done one of each prehaps).
[*]point to point foot patrol, lead your squad from A to B (or multiple points, depending on the quest.) [*]guard duty, stay in the same place/area and guard. Random chance for attacks, especily if assigned to an outpost in the wilderness. [*]attack, a scout discoverd a bandit/enemy camp. Lead a squad there and kill them [*]defend, bandits/enemies are attacking the camp/base/location, defend it and/or keep someone alive. [*]Scout, leave your men behind and, undetected, locate someone/something. [*]Escort, get someone somewere alive. Merchants, supply caravans, officers, prisoners, etc etc.
Now, once you get Lt rank or higher, you gain the ability to lead more than one squad as the platoon commander. (Also, you get assigned to a camp/fort/base with a higher ranking NPC).
Essently, you no longer directly lead the men, the Sgt/Cpl that runs the squads do. You order the Sgt/Cpl to order the squad, and get infamy/fame based on the following
Squads will loot hostile NPCs when they kill them (for items worth over a certain ammount provided they have enough room left) and upon return to their 'base' fort/camp interior cell (or deposit into a crate for exterior cell only camps) each item is converted into a certain % of its gold value (50% lets say). This gold comes goes to the fort supply fund with excess gold (if any) being split as extra pay to the legion members at the fort (so you get maybe 20 gold extra a week unless you really work hard at it). If a legion member dies, replacing him costs money against this fund. Ditto if his armor is lost when he dies.
Also you get a platoon Sgt as a 2iC, dialouge with him is used for some management features. You use dialouge with him for some command features, such as replacing a squad/squad leader if the leader dies or the squad is wiped out. Platoon Sgt is essentel.
After your platoon adds a certain ammount of gold to the forts supply fund, you get your own camp or small fort (a camp would be a legion version of a bandit camp, with prehaps a few tents with interior cells, located in the wilderness)
You have to use tactics with ordering your squads around. Bandits will randomly attack your base/camp and attempt to (once they kill everyone) enter the command tent and steal all your supply fund gold. You may also assign various patrols to sqads, or a random patrol of the area (they randomly go around the area, return after a day or so)
Once you have a certain ammount in your fund AND have gotten a captains promotion, you may go to your commanders fort and discuss promition. Someone died/retired/reassigned, you get your own fort.
Same thing as before, but on a larger scale, you command Lts with forts/camps from your own larger fort. You also command a garrison platoon in the same manner as before, execpt they just guard the base. Bandits dont attack your base much anymore (prehaps have theives guild occasionly have NPCs try to sneak into and rob some of your fund too). but they do so in larger numbers. A garrison platoon has six squads (each squad leader is essentel ), whom you can assign various duties, the squads rotate 12hr shifts, with half the squad off duty, half on duty (any crime combat rouses all off duty to respond however).
-Interior duty in an area (take them to it, order interior patrol there) means they just wander around that cell looking for something to kill. -peremiter patrol means they loop around the outside of the place at a slight distance. -Grounds patrol means they wander around the grounds inside the fort walls -Gate duty means they take up positon at the gate and guard it -Wall Archer duty means they go to the wall as an archer, and stay there if attacked, and rain arrows. -Patrol to camp, your men will patrol between your fort and one of your camps. Every 3 days ingame, they will take a day off for rest. -patrol camps, your men will visit all of your camps then return for a day off duty, then resume. -Explore caves, your men will find caves within a certain distance of your fort, and enter them and attack and loot. They may make a high profit, or they may get wiped out very quickly. -Train. They will train as a squad, each week ingame training means they level up and get better stats.
Now, for commanding the forts, camps under your command you must dispatch a squad on messanger duty to that camp. Your orders for camps/forts are as follows -Patrol more: They will have their men focus on patroling the area around their base -patrol routes more: They will focus on patroling between their base and your fort, or their base and other camps under your command. -Train: They will stay in camp for a week and all train (obviously, that means they all guard their camp) Each week = a levelup
When you make general rank in the legion (and have made enough fund gold as well) you can go to your generals fort, and discuss a promition. Someone died/transferd/retired/promoted and you are re-assigned. A general command means you command several captains in forts, who command other forts/camps like you once did. You have a (essentel) captain as your 2iC to order replacement men/squads with. Captains under you auto-order new men/squads.
Your orders become much more generalized (puny?) Your orders for captains are as follows, once again, a squad goes on messanger detail. -Tell a captain to focus on training his men, he sends out only one patrol at a time, and trains his men at 1level a week (captains are essentel, squads re-spawn at propper level per time trained) -Tell a captain to focus on wilderness, the captains forces will focus mostly on the wild areas. -Tell a captain to secure the roads, the captains forces will mostly focus on securing roads with regular patrols. -Tell a captain to evenly distribute his men, random patrol areas/types are done.
Your generals fort has larger squads, once again on 12hr shifts 1 dedicated to the walls 1 dedicated to gate duty 1 dedicated to the interior cell (or 1 per each cell, once again each soldier just wanders randomly around the cell, meaning theives guild NPCs have it hard to sneak in) 1 dedicated to patroling outside near the fort Plus two more squads for whatever you decide, and messenger duty.
And past that you have two personal detachments of three men (battlemage, two swordsman). They have a higher level (lvl30 approx), all have minor/medium power heal other spells and prehaps custom armor of some type. You have various differnt/same orders for them orders for them as follows. -Bodyguard detail, they follow you. -Guard Quaters: they guard the generals quaters at your fort, two at night one at day. (or 4/2 if you have both squads on it) -Wait/guard here: They just wait around, 2day/1night. -Train, level up once every week
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| Thu Sep 17, 2009 8:39 pm |
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Scythe
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 Re: Idea for a TEC Legion faction mod
intersting ideas... alot of ideas are poping up for the
Dragon Captions: Return of the Empire.... hehe sounds to cheesy.. um.... hm... rise of the empire?
well either way, the dc mod serise that is being planed to rebiuld various forts, and offering legion based quests... fort akatosh, and goc were the first two in this trial, but where pulled... i do plan in time to read add more..
great ideas btw
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| Thu Sep 17, 2009 8:45 pm |
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Tokra
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 Re: Idea for a TEC Legion faction mod
Thanks, If y'all want I could assist in planing for the upcoming legion stuff. I have basicly no experince at the CS, or at texturing stuff, but I've long played RPGs and am good at suggesting good RP options and what not (Every PC I've owned for over a decade has had Fallout/Fallout2 installed for a reason).
Besides, whats that old saying, if you want it, make it. (and if you cant make it, do whatever you can to assist those than can, and from what I've seen y'all obviously can :p . besides, throwing out ideas and outlining it should always be the hardest part of any RPG mod thats done rite, with bethesda, you get the feeling they focus on graphics THEN outlining roleplay stuff/story)
Hmm, prehaps, as a much quicker method....... Just make some rebuilt fort textures that can easily be copy/pasted and create patchwork forts, rebuild the forts on/near the roads (or at least have then patroled, and remove all/most of the bandit/creature spawns inside), and staff the rebuilt forts and set them to recognize TEC legion ranks (IE: what you can/cant access and such). and have patrols based from the forts on the roads (the ring road around IC needs to be 99% safe for example).
Of course, past all that you'll eventualy have to re-do the spawns for hostiles and what not, remove the retarded leveld lists (at least from the roads), etc etc.
Bandits, chainmail/iron palte and iron/steel weapons (occasional boss level leader with better)
Creatures, wolfs come in packs in the forests, higher levels have wolf packs of low leveld wolves on the roads on occasion, and top lvl wolves (whatever the strongest is) in packs in the woods. Trolls/ogres/minotaurs mostly come in the strongest varriant, but are rare, spriggans, re-enable the 3x kill requirement (I read for one mod, the one that adds solthstiem,/vvanderfel/mournhold that there was allready a non-enabled script for this, beth made it, just didnt turn it on)
Have Bandits occasionly attack the rebuilt forts in force, a legion player can have the option to talk to someone and get stationd there for an ammount of time (week to month). Basicly, you go to load screen, and once every week the game calculates 'does fort get attacked y/n', if yes, you have to defend it. Once battles over, you heal/repair, RP inside the fort a bit, then talk to your boss, resume duties, anotehr calculation ensues if you selected for more than a month
forts near a border region can also have a 'special' attack roll for insurgets wanting the empire out of their provence to attack, much harder.
Forts on the sea can have a pirate attack. Prehaps have the option to sign on a legion ship for a 1month voyage (with chance to shipwreck and go to a random position on coastal region) and fight pirates and search vessels for smuggled goods (theres a pirate mod out there thats made a ship battle cell with two ships joined by a plank, its quite fun and if they allow could be used to save time)
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| Thu Sep 17, 2009 9:21 pm |
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Scythe
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 Re: Idea for a TEC Legion faction mod
all brilant ideas... there is a modder, named silent reaper who is rebiulding his own forts.... but has a complelty restored fort tileset that he might be willing to let us use for this... and rebiuld, or atleast restaff most of the forts, and have patrols visiting the forts... command forts, one in each county.... then the various smaller forts scarted around... reparing them.... creating missions to protect various forts from attack, and setting them to repeatable... hehe very intersting ideas... if u have anything else, keep posting... 
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| Thu Sep 17, 2009 9:46 pm |
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WhiteTorch
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 Re: Idea for a TEC Legion faction mod
if you were to rebuild the forts, they would have to be A LOT bigger cuz you cant fit too much in the normal sized ones but i can help with retxtureing so i could help. o one more thing u forgot, you would also have to fluxh out the intrior of every fort, all the traps and what not.
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| Fri Sep 18, 2009 1:51 am |
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SigonellaPC3
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 Re: Idea for a TEC Legion faction mod
Maybe as a questline you could be assigned to clear out the forts and then the Legion could go in and rebuild... A month or two later your cleared out fort would be a full-fledged Legion Post, complete with its own quests (gatherer quests, or local clearout quests). To spice it up, forts could occasionally be attacked by local bandit clans or daedric unsavories... Your ideas are great fodder for conceivability. The whole thing brings to mind a little island Northwest of Morrowind... Like a hundred Solstheims waiting to be played out. I would be interested in contributing what I can, either in Lore or concept. Either way, good luck on this...
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| Fri Sep 18, 2009 7:59 am |
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Tokra
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 Re: Idea for a TEC Legion faction mod
Sure scythe Ill post more
Whitetorch, well TBH most of the forts would mostly just be patrol bases, thus dont need much size. However there is a need for large forts too. And Prehaps a few garrison bases thruout cyrodil that have a whole legion stationd at them, and as for traps, well the interior would basicly get wiped and re-done anyway, as the 'interior' would just become the inside of the top level, and the old interior would get scrapped.
SigonellaPC3, yeah quests to clear them COULD be done, but TBH it would be VERY cheesey to have the PC be clearing every fort so the mighty empire that conquores so much can re-claim their fort. That said, for the more isolated wilderness ones, missions to go and recon and clear them WOULD make sense.
As for solstiem, theres a mod thats making the landmasses from morrowind into oblivion, but its nowere near done as of last I looked.
Anyway further ideas Will follow in my next post after this.
Also, all my ideas assume that dialouge has dialouge trees of some sort. IE: no more retarded convos like obliv vanilla has were all you can say is 'yes or say over pls' to people, it assumes you have multiple response options, some prehaps based on stuff such as TEC rank and/or legion rank.
Example of a dialouge tree:
PC (female) removes shirt Guard: STOP RIGHT THERE CRIMINAL SCUM! Guard: Please put your shirt back on ma'am
PC response options/reactions
-Ok, sorry / guard leaves if you comply -What, this isnt a topless beack ? / guard gets more agitated, disposition (and chance to attack) lowers -Its not like its nothing anyone here has seen before. Oh, wait, this is a nord town. Nords would never SEE anything under all the hair anyway / Guard attacks player
Ok a very cheap/quick example, but basicly for everything you can respond to, you get multiple options, thus the ammount of text baloons like a tree with more branches as it goes on.
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| Fri Sep 18, 2009 4:36 pm |
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Tokra
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 Re: Idea for a TEC Legion faction mod
Ok, heres my 'general' list of ideas
IC: Expand the city w/o causing too much of a hit on the players computer, put shops/houses in the walls, expand the city to contain things outside the walls other than the docks. Its the capital of the empire (empire in decline or not, its the damned empire). Add a tavern with beds outside every gate. City Expansion: Add shops outside the walls. Change shops so only the IC has the highest quality items, execpt for regional specalties (IE: claymore/warhammer/ax for bruma). IC is more likley to carry regional specalty items, but will cost a LOT more and not be quite as good.
Add small towns, 3+ per city, in each county. Each Town has small chapel, tavern, shop (lowgrade items, resupply items), mage (sells lowgrade potions/spells), and around 2 residents per buisness. Multiple hunters, add a few medium sized farms as well, with a few farmhands plus farm family. One minor nobleman/family as town mayor, if your TEC imperial rank is higher than theirs, they will allow you to stay at their place for the night when traveling (topic will not come up again for a week or so, as imposing would be rude).
Farms: Outside the small towns, add large farms, 3-4 of em, sometimes more depending on region. These farms are the breadbasket of the region. Farms should be decent sized. Lord Drad's estate (from the malacath quest) should be about 1/4 the size of a fenced in area on one of these farms. They should also have various animals for meat, tame boar/deer, or other animals if they can be added to the resource pack. Exact 'ratio' of farm size to animal pen size should depend on region, Bruma town farms would farm less both due to Nord meat prefrence and climate, Leyawin/bravil town farms would farm a lot more due to abundence of water, and have a lot of rice in farms on the river.
Settlements: For the isolated settlements, make sure they have minimum ability to be self sufficent for the most part, a farm and sometimes animal pen, and a few hunters. The hunters double a guards, focus on keeping wild animals at bay. Farmhouse has an extra bed that either costs 1 gold, or is freedepending on how much they like you. No extra people, either they work on the farm, or they're a hunter/guard
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| Fri Sep 18, 2009 4:37 pm |
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Tokra
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 Re: Idea for a TEC Legion faction mod
IC Expansion brainstorm.
ALL DISTRICTS
Add shops/inns/taverns/bars/houses into the walls or outside the gates (re-do the land
outside to be more even, turn the IC island into more of a fully settled island with few
secrets, instead of having wolves/bandits outside the walls)
Arena: Add options to spend a day watching matches. Add a varietty of types of fights, in a
varietty of armors (such as Akavari war re-enactments with prisoners. Legion Armored
prisoners w/claymores vs prisoners with light armor and Akaviri Katanas) Add things outside
the arena, such as street brawlers you can gamble on (or pay a fine over, if the legion
spots you gambling).
Arboretum: Have plants from everywere in the game (or from the lore even). Re-modelthe
ground, so the stone tiles form a map of Cyrodil. Move the various statues of the 9, have
them be the 'map marker' for the city that has their chapel (talos, for IC for example), and
have the plants planted according to region, scrap the vanilla look, and go for the
arboretum being more of a map with exellent gardening to show off the empires power. primary
roads represented by stone walking paths (depending on scale, may need to do a single stone
tile per road)
Alternete, have it be a map of the empire (known world, prehaps) with all the statues
resized a lot smaller to make them fit better. Have inlaid jewels for the IC, Stone tiles
outlining the borders and coated in various prescious metals to represent that provence.
Cyrodil border stones inlaid with gold, Morrowind border stones inlaid with Ebony, Skyrim
with stalhream (or however its spelled), Elven provences with Elven Steel, etc etc. However,
dunno how well this would fit into the space alloted. Have ingrediant shops in the walls her
in this district, as well as a brothel or two (high class/price ones)
Water Front: Add more shops into the wall section, prehaps have two cells for the interior
of the wall, 1st/2nd floors, each with various shops. Expand the waterfront hovels. Add some
middle class houses, more shacks, some tents. Have a brothel in one middle class house
there. Have shops selling cheap, low class goods (food, clothes, weapons)
Prison: Expand it a LOT (new cells to avoid conflicts, prehaps) with extra cells/prisoners/
and a much larger legion base/presence. This is the working primary headquaters of the
legion in cyrodil (with the legion office in white gold tower being the administrative
office for the whole legion)
White Gold Tower: Not much TO fix/change. Remove legion presence from DOJ, add a Legion
section accesable thru DOJ, you get orders and can (once ranked high enough) watch high
ranking legion NPCs 'run' the legions of the empire, discuss what legion to put where, even
discuss fictional invasions to/from Akivir as a planing/training exercise.
Elven gardens: Actualy make it a garden. Add a lot of treehouses from the TEC main quest and
tall trees to go with them. Move around the buildings some (obviously, elven residences
become treehouses), add a few elven gear/item shops (all elven armor/weapons/bows, plus
prehaps otehr items, only place that regularly carries such items).
Market: Every square inch of the market districts walls should have shops. Leave a few
sections alone to prevent conflicts (bank of cyrodil mod, for example, or do patches for the
more common mods) but otherwise set it up to become the densest packed cell in the game.
Shop selection needs to be changed a lot. Stonewall shields should ONLY sell shields (if
possible, only buy shields too), other shops should not carry shields. A fighting Chance should specalize in swords/daggers Best Defence should be for higher end armor (chainmail, Mithrial, Steel, Elven) Add shops for lower grade armor, only 1-2 types per shop Add a shop for high class armor, Glass, Daedric Add a shop for VERY expenseve (but very good) enchanted items (IE: 10k price for cheapest
item) Add a few bars, extra inns In general, keep the shops all specalized for the most part, and sorted by
upper/middle/lower class items.
If it wouldnt break quests, prehaps just move EVERYTHING around. Sort stuff by whats sold.
Armor/weapon shops are all clusterd together away from other buildings (They all share a
forge, if it catches fire, the fire only takes them out not the other shops.)
Clothing shops are clusterd together
Services are clusterd together (bank, training, brothel, inn)
Places to eat (non-inns) are randomly placed, including outdoor stalls.
Add a bazar outside the gate. Lots of merchants hawing wears from carts, or inside a tent.
Have this be the primary area for shady merchants, illegal goods/services. The Bazar should be pretty damned huge.
Prehaps swap the market/temple districts, have the bazar strech between the docks and the
market in that case.
(yes that would be a massive change, and this is allready pretty radical, but this is the
freaking capital of the empire. It is THE place for the idle rich to go to buy stuff. It has
everything from everywere, and is the shopping mall of the world basicly.)
Talos Plaza District: Add more high class homes/NPCs. Add homes into the walls. Add a few
inns. In the north walls (the ones bordering with white gold tower) add goverment offices.
Add a few Palace Guard patrols, since so many nobles live here, as well as a section that is
gated off, for the nobels and their houses, with palace guard guarding the gate.
Outside the Plaza District: -Expand the stables so that they're about 3x as large a vanilla, they need to be able to
hold a lot of visitors horses. -Add a few inns add a middle class, and a few lower class, inns outside the gates.
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| Fri Sep 18, 2009 4:38 pm |
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Tokra
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 Re: Idea for a TEC Legion faction mod
In depth legion brainstorm
Changes to TOC Legion actions -Can join @ DOJ in palace or @ legion base in IC prison. -first 2 ranks only get jobs from IC prison, and legion barracks there. -Once you make Sgt, you have the option to see JAG for jobs -Once you make Lt., you go only to JAG office for jobs from JAG or officer there. -Once you make Lt., you get some kind of officers uniform (read: differnt helment and/or cape, and your own legion horse) and you also get a squad to lead on patrol. All squad members have a 'soldiers legion identification scroll' item on them. If they die, you must take it and have it with you when you arrive at the patrol destination. -1st 2 ranks, missions are differnt. *Patrols tour consists of going from inn to inn, and checking if there has been any problems. At most inn's, legion patrols stay free! (beer costs extra) (only when on patrol) **Patrol events (read: missions were something abnormal happens)
*_* Notery service: Inn keeper or person at an inn ask you, as a member of the legion, to notorize a scroll and deliver it to the records clerks at the palace. Options to overcharge for a corrupt person.
*-*ROBBERY! An inn is being robbed. You notice something out of place at an inn such as being given your 'regular' to find it is something you know that the inn keeper knows isnt your regular, plus other clues (blood by a door ?). You get several options on how to deal with it. -*Attack immeditly, smash doors down and kill bandits. -*Wait til night, wait til that night then sneak in and attack. -*Wait until they leave, find a place to hide and wait outside until the bandits are leaving THEN attack (or strike a deal if corrupt) _*Confront the robbers, then offer a deal. The inn keeper signs a scroll which you notorize and return to the palace, and they take over the inn as a front/base. Inn keepers body reported as being found dead on the road as he was leaving for wherever he was going after selling the inn at the end of the mission. When this is done, you may always stay free, get a few free beers per patrol, and have access to a 'special' inventory of goods (read:skooma and other illegal items) *Scout missions consist of going to an area/location, and seeing someone or finding a location or watching something happen, preferbly without being detected. May include finding a cave rumored to be a bandit base, or being told to check up on a particular inn to make sure it has nothing funny going on (corrupt option to offer your silence for a price) *Courerier missions consist of going from A to B (and back sometimes) as quickly as possible on horseback (legion horse provided for these) with a sealed scroll. You may get attacked by agents en-route.
Corrupt options *Scout: Approach bandits, and offer to give a false location on their camp. Deal can be increased to were they (bandits in area) never attack you. 4-6 bandit groups on road around the IC, with overlaping territory. Only possible to do with one group. *Patrol: You come across a bandit robbing a merchant. You allow him to keep the merchants gear in return for the merchants easier to carry/hide gold, then move on (merchant dies) *Robbery: Confront the robbers, then offer a deal. The inn keeper signs a scroll which you notorize and return to the palace, and they take over the inn as a front/base. Inn keepers body reported as being found dead on the road as he was leaving for wherever he was going after selling the inn at the end of the mission. When this is done, you may always stay free, get a few free beers per patrol, and have access to a 'special' inventory of goods (read:skooma and other illegal items) *Scout: Inn search. You may plant evidence in an inn, and get a bribe from the innkeep. *Scout: The inn keepers daughter (note: you must have bought a house for this mission to be avalible. You must have made a deal with a bandit group, as well). You have a scout mission to check up on an inn and search it. You find Skooma and/or other illegal material (such as evidence of possible treason, support of alternete political methods, etc etc). Several options, some are gender based. -You basicly tell her about how badly her fathers going to be tourterd once he gets to the prison, and praise the prison healer who can cast restoration spells that regrow the skin almost as soon as it is pealed off with a blade. she, begs and says ill do anything. She comes with you, you go to bandit camp and sell her -if you have IC watefront house bought, you can have her stay there, pimp her out. Bandits pay a weekly flat rate as a group for visits. May occasionly spawn side quests -If male, you can get her to meet you in any city you have bought a house in, at the temple there. There, you have further dialouge and blackmail her into marraige. You then have further 'corrupt/evil' options for domestic violence, or if your player reforms you can offer to let her go and/or otherwise become a propper husband (if you reform, she stays with only if you ask her to other wise she decides to GTFO ASAP)
*Pimping the inn keepers daughter, side quests -I'll sho her mah pimp hand! she decides to try to run away. You have to track her down, then show her your 'pimp hand' custom 'weapon', using hand to hand attack animation. Weapon always does 0 damag (1 damage if 0 is impossible). Basicly you track her down, smack her, she then behaves. You then have option to show her your pimp hand @ random for fun. -MoFo beat mah hoe! Occasionly occuring quest. Someone (legion/sailor) beat your ho. Track them down, kill them w/o being caught or pay someone to do it for you (cant be done until Lt or higher, you can read a report on night mother rituals at the DoJ, and from that report learn to summon the night mother yourself, prehaps have some horridly comedic manner of execution as a way to send message, depending on what you pick you may be told its free if the night mother approves of your special request.) -HE STIFFED HER! I mean, he stiffed her! He didnt pay! Someone runs off without paying. You track them down, and as a member of the legion STOP RIGHT THERE CRIMINAL SCUM! you guessed it, you haul them in for robbery, and they go to jail. Additonal options to bribe guards to mistreat him -Option to get into a pimps guild, hire more women, buy city houses for use as brothel (only when your imperial rank is at a certain nobility level). Similar pimping quests as above, pimphand quests are changed to deal with having been shortchanged by a girl. Option to have bruma house totaly re-modeld as a brothel, and import a group of bosmer females to work it. -MURDERD! Yeah, I know who her last customer was Mr town guard. Some guy from out of town wants to be able to kill one of your girls as part of the fun. After he pays a lot of gold, you comment 'well your a bosmer on his way back to elswer aintcha'. Customer is a nord returning to Skyrim.
Note: Yes I know a number of the 'bad' options aint exactly the most kidsafe, but this IS a RPG, and you should be able to behave realisticly evil, not just 'muhahahaa I killed/extorted/cheated and made moar golds!' cartoon evil. Note2: for the pimp quests, I'm not refering to the modern notion of the bejewled, cane wielding, fur cape/cote/robe wearing 'gangsta' pimp, but rather the more traditonal flesh peddler of a pimp that has been around as long as the 'worlds oldest profession' has been.
Also, add identical quests to other legion bases as added, with mostly just the locations changed and the details staying the same.
Also, split the map into its various regions, then sub-divide down to each forts patrol area, do the same for bandit groups. Make some bandit groups 100% killable, some the leader respawns, and slowley gathers men again. All bandit groups, if not culled thru patrols (NPC and yours) grow larger and stronger, until you are sent specificly to hunt them down. Legion bases also slowley grow in size, if corrupt you can arrange ambushes and help the bandits. Bandits pay in large ammounts of gold, helping them (even if it means helping to wipe out another bandit group) will never give promotion points as the banditry keeps going due to a new group, legion NPCs comment 'kill one bandit group, another pops up, what gives'
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 ALL GLORY TO THE HYPNO TOAD
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| Fri Sep 18, 2009 4:38 pm |
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