Factions issues (3)
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02-11-2007, 07:11 PM,
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Factions issues (3)
After thinking about all this very deeply...
I have come to a conclusion... we gotta go Weight-watchers on our factions and burn unnecessary fat now the old Betmeri League / Pariah Kingdoms will simply be absorbed into Redoran and Telvanni quest-lines... as will the Sheogorad Nords... this is so that these minor factions will not complicate things too bad Now, I will split them into Joinable, Continued, and Unjoinable. Joinable is a new joinable faction, unjoinable is a faction that canno tbe joined, and continued is a faction that will exist in Vvardenfell, but be the same as the one in Cyrodiil and have a few quests that can be done. I have dropped the Imperial Guard Guild faction. However, many of the quests will simply be integrated into the continued fighters Guild and as a few miscellaneous quests for the legion. There are 16 new joinable, non-MQ factions... however... the Vampire Clans are simply very short questlines shwoing the warring between the clans and their raiding of Dunmer villages. The Vando Tong, or Vando's Guild is a clan-based vampire hunters' guild. They have been Vampire hunters for generations. They have a few secific vampire killing quests, however, other than that it is simply a lace to trade it vampire parts for cash, ie. vampire fangs, vampire dust, and vampire hearts trade in for higher and higher prices. So these four factions really aren't very complex at all. The Vivec Arena is a very small quest-line. It wil probably be about some sort of scandal connected to a long-time victor (erhaps drugs, or certain magics) and once he is overthrown you simply battle it out to keep your champion status. You get gold for winning and lose gold when you lose. and I already did the Census & Excise, not too much there... thus only 10 more in-depth joinable, non-MQ factions... damn, 10 form... like 20-ish... :lol: Joinable: -Complex- Great House Hlaalu Great House Redoran Great House Telvanni -Large- Ashlanders Camonna Tong Vvardenfell Mages Guild -Moderate- Tribunal Temple House of Troubles Morag Tong Bal Molagmer -Simple- Clan Aundae Clan Berne Clan Quarra Vando Tong Census and Excise Vivec Arena Continued Questlines: - Dark Brotherhood - Fighters Guild Unjoinable: Dres Mercenaries Indoril Refugees Dissident Priests Nine Divines East Empire Company Helseth's Royal Guard Imperial Legion Main-quest: Great House Dagoth Ordinators Buoyant Armigers (-unjoinable-) 6th House Cult Circle of the Prophet Ancestor Atronach Cult any thoughts? |
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02-11-2007, 07:45 PM,
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I agree completely on the need to cut down on joinable factions, lest the play grow too complicated to either script or play. I am wondering if the "House of Troubles" cult is really worth modelling, though. These people were 'true believers" and not just anyone would join them. If by "joinable" you just mean doing the odd quest as in Morrowind and Oblivion, I would say fine but don't make it a faction.
As i understand it, the following are mutually exclusive: The Houses: Great House Hlaalu Great House Redoran Great House Telvanni The Clans: Clan Aundae Clan Berne Clan Quarra Camonna Tong and Bal Molagmer Main Quest: Great House Dagoth Ordinators Buoyant Armigers Morag Tong if you are already a member of the Dark Brotherhood from Oblivion So the player can belong to at most one main quest faction and 11 non-MQ factions, correct? Is this number too high? |
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02-11-2007, 09:30 PM,
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yea... let's see...
mutually exclusives would be... Hlaalu - Redoran - Telvanni Aundae - Quarra - Berne - Vando Tong Camonna Tong - Thieves Guild - Bal Molagmer Dark Brotherhood - Morag Tong Telvanni - Mages Guild, Vvardenfell Mages Guild Tribunal Temple - House of Troubles Dagoth - Ordinator - Armiger so someone's gotta work out the highest possible factions non-exansion and non-Knights of the Nine of course, just vanilla Oblivion |
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02-12-2007, 08:29 PM,
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All that work i did gone....
Some say im here, Others say im there, but really... I am every where
Beware I am Shadow I am the darkness in the corner waiting for you to take your mind off things for a moment then I strike without hesitation and leave no trail |
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02-12-2007, 09:10 PM,
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Quote:Originally posted by Ebonyknight:lol: well i wish you read what i said before, but if not that okay your ideas will be implemented into quests for Fighters Guild and misc. quests for legion by the way Ebonyknight, you haven't been around to help out... you busy? |
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02-13-2007, 01:42 AM,
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Busy but ive been watching.
Some say im here, Others say im there, but really... I am every where
Beware I am Shadow I am the darkness in the corner waiting for you to take your mind off things for a moment then I strike without hesitation and leave no trail |
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02-13-2007, 01:59 AM,
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Quote:Originally posted by Ebonyknightdon't forget you are a core member, watching doesn't cut it, you have to do stuff, maybe invite a 3d modeler, or start some interiors |
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02-13-2007, 05:18 PM,
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Is Thieves' Guild an ongoing faction?
Ditto for Mages' Guild Assuming so, it looks like the player can join one Main Quest faction and eleven others (ten others if he/she chooses House Telvanni), for example (just choosing the first mutually exclusive guild from each one on the list): -Complex- Great House Hlaalu -Large- Ashlanders Camonna Tong Vvardenfell Mages Guild -Moderate- Tribunal Temple Morag Tong -Simple- Clan Aundae Census and Excise Vivec Arena Continued Questlines: Fighters Guild Mages? Guld Main-quest: Great House Dagoth That is quite a few guilds, but not un-manageable. I wouldn't go for more, though. |
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02-13-2007, 07:46 PM,
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actually... you missed something, and maybe its my fault...
but the strains of Vampirism in Morrowind are distinguishable.. so if you join a vampire clan you forfeit everything else... Dunmer hate vampires... also notice how the Vvardenfell vampire clans are foreign... Aundae comes from high elves, Berne from imperials, and Quarra from Nords... there is no continued Mages Guild quest-line in Vvardenfell, only a new faction... but that brings u a good question... since Trebonius is gone, there really isn't a good strong leader to lead the Guild, maybe the Vvardenfell guild has been put under the juridisction of Cyrodiili branch and you get to 'continue' with the Mages Guild when in Vvardenfell? I mean they'd only send a high-up Cyrodiilic Guild Mage or the leader him/herself to such a dangerous post as Vvardenfell... so should Mages Guild just be a 'continued' faction in this mod? and of course, Morag Tong and Dark Brotherhood exclude each other and the Thieves Guil dis wiped out, but the remnants of the higher-ups who formed the Bal Molagmer are still around in secret |
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