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Fighter's Guild Quest 01
01-30-2009, 11:12 PM,
#21
 
I feel like I should comment on this.

The idea of the Fighters' Guild changing every other mission is great, especially if the city changes a little with it. The FG side quest in vanilla Oblivion suffered from being so contained to these houses and no one outside seemed to care. Main quests have the appeal of involving the larger part of the world, and if the townsfolk decide to build a watchtower (or something) now that they have the guild, it would mimic that feeling and render the missions a bit more interesting when the completion of them has an actual effect. Building the town up with the Fighters' Guild could be like a small remote village flourishing because of a newly discovered export.

The Rat King idea made me think of the Rat God in Fallout 2. It can be quite exciting for the player if all of sudden the world's most enormous rat appears. I'm still bummed because I didn't get to fight Dagon at the end of Oblivion, though on reflection he would've probably pancaked me and used my sword as a toothpick.
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02-02-2009, 08:42 PM,
#22
 
I like the Soulrest rat idea, Deeza. It sounds novel and it shouldn't be too hard to get into the game. Regarding the gradual adjustments to the towns then I think it would work exceptionally well with the beta. If and when we progress to the final version then more can be added to the beta settlements in this way. It's worth marking that down in an official FG thread somewhere for whoever takes up the challenge of implementing the FG quests.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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02-02-2009, 08:46 PM,
#23
 
This is the closest thing we have to an official FG quest. I suggest we discuss everything here and when it's run its course I'll make a summary of what was said in a new thread.

So, more missions for the fighter's guild, people!

I say we should have about 3 or 4 escort missions (of increasing difficulty). Black Marsh is such a dangerous place, ordinary people need protection getting from town to town.
Core Member of Black Marsh (Lore and Modding)

Retired Editor of Silgrad Tower

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02-02-2009, 09:32 PM,
#24
 
I agree on the idea deeza, but I think I speak for the majority when I say that protection missions are HORRIBLY annoying.
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02-02-2009, 09:46 PM,
#25
 
:yes:...and as someone who has first-hand experience of dead mods, I favour practicality over ambition every time now by force of habit.

btw, I have asked RW how the hell I move this thread into its own FG quest folder so that all of the FG quests can have their own location. I'll sort this as soon as I know how.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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02-02-2009, 09:47 PM,
#26
 
Escort quests are annoying, that's true...

Unless of course the person you're escorting is able to actually defend themselves. For example, perhaps the player's job could be to carry stuff rather than actively protect the person... that way you don't get frustrated by the idiot dying every few seconds.

Also, we could get more creative...

For example, instead of walking along the roads, which is the most annoying part, you could teleport to a different campsite along the route, and get attacked in the night by Naga for example
Core Member of Black Marsh (Lore and Modding)

Retired Editor of Silgrad Tower

77 interiors completed and counting!
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02-02-2009, 10:22 PM,
#27
 
Possibly, but it would need to be very well scripted. I hate it when companions get in the way and they seem to do that frequently in Oblivion. That's why I rapidly grow tired of companions. However, as a novelty, it's a sound idea.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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02-02-2009, 10:35 PM,
#28
 
Ok, so the consensus is we put that to the back of the pile. How about...

1. The Guild needs native Argonian help for their missions into the deep marsh - sort of an advisor about the dangers of the swamps. The player has to go to one of the native villages and find an Argonian hunter who'd be interested in joining forces.

2. The Mages' Guild wants you to clear all the freaks out of a marsh elf ruin so that they can study it.

3. An Oblivion Gate has opened outside Stormhold. The garrison is pinned down in the city, and the Governor is offering a bounty to any organisation that can close it.
Core Member of Black Marsh (Lore and Modding)

Retired Editor of Silgrad Tower

77 interiors completed and counting!
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02-03-2009, 07:31 PM,
#29
 
I definitely like the first two. I'm not so sure about an Oblivion gate though....unless you introduce some twist to the tale by having the Hist secretly in charge of events. Personally, I would like to think that the Hist had such a grasp over their land that even the Daedric invasion is a mere plaything in their hands....or perhaps there is some unknown bargain that they have struck with the Daedra from ages long past. Either way, if the Oblivion gate stood, I think it would have to be 'contaminated' to some degree by the influence of the Hist. Perhaps the Daedra themselves are on shaky ground. Personally, I'd love to see some of them captured....I could voice a Dremora for myself!
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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02-09-2009, 09:23 AM,
#30
 
I had similar ideas myself. My idea was that due to the Hist, most of Argonia is immune to the gates... except for the places where the idiot Imperials have destroyed all the Hist trees (basically the area around Stormhold). This has created a weak point in the Hist's defences, so they need to send others to shut the gates for them (I guess this is exactly the sort of thing the Argonians were uplifted for).

I was thinking that the Hist are broadcasting messages subconsciously to all the Argonians, appearing as dreams to give them instructions (of course, if the player is an Argonian once they enter BM they would get these dreams themselves).

I'd love to have a mission where the Hist counterattack into Dagon's dimension - perhaps with an army of spectral argonians. Like the player goes into the gate as normal and finds the whole place a mess of wiped-out Dremora, with weird roots appearing everywhere out of thin air. Then the player just keeps walking up to the sigil stone as normal... and there's nothing left alive. Could be really creepy if done right.
Core Member of Black Marsh (Lore and Modding)

Retired Editor of Silgrad Tower

77 interiors completed and counting!
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