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Chapter 3 - War/Combat

19 February 2011

Please feel free to Contribute a Suggestion...

Sea Combat/Ships
If sea travel is implemented, ship-to-ship combat with boarding parties and such. Sea serpants. Flying piranha. Giant squid. Float around in the ship movement. Don't make the ship instantly accessable from anywhere. Many more ships types (small rowboats to warships). Bring ships more into the game. Actually navigate a 3d ship about the place-up rivers, dock at ports. Ship to ship combat, boarding, pirates, smuggling.
********** ( 10 Received )

Specific Damage
What would really be cool is when your engaged in combat you could actually see damage being done to what your fighting instead of the repetitive blood splattering. For example, when fighting a skeleton let me see him lose an arm or his rib cage be destroyed or when I'm pumping arrows into something let me see the arrows stick in the monster as he struggles toward me or tries to escape. Similarily, instead of having character hit points, have specific hit points for the arm, torso, head, etc... When a certain body part becomes damaged enough, it affects things (like a badly wounded arm would affect how well you swing a sword, while a damaged leg would prevent you from running faster).
******* ( 7 Received )

Becoming a King/Ruler
It would be cool if you could work your rank up and become king and rule a city or province and lead an army, make governmental decisions (taxes, wars with other provinces, et cetra). I don't want this to become a Sim-Province game. I want to still be able to interact with the world of Tamriel. Players can purchase land, with enough cash and political influence the player can become part of the local royalty. As a ruler, the players get a set income from the natural resources of his or hers land and his working peasants. The player has to tithe a certain amount of taxes to his or hers King and provide troops for his or hers King when called. Ruling land will be a somewhat smaller part of the game. The player allocates taxes to defend his land and maintain his peasants. The players PER trait, reputation and his or hers race compared to the majority local race will determine the local happiness rating, which will determine the chance per month of peasants to rebel and the base taxes derived from peasants. The larger the land that the player rules the larger the fortress he or she acquires, which increases the security and defenses of his or her land and increases the taxes needed to maintain the fortress and army. The player can increase his lands productivity by recruitment of skilled tradesmen, recruiting guilds to build guilds at his or hers town, building mines and reclaiming land from roaming monsters and brigands. Threats to the player lands come from roving robber bands (new mission: destroy brigands), greedy neighboring rulers, increased taxation from the king and rebellion by the peasants. To solve these problems the player would have different options available: Missions: Offer a mission that could alleviate the problem, or increase it depending on results. Defenses: The player spends money to increase his lands defenses that discourage other lands from invading War: Include a basic combat program for small units combat, that can also be used online. Most online battles should be resolvable within 20 minutes. This is used to settle peasant revolt, brigand and war. Politics: The player can bribe the brigands, pay a tithe to the neighbors, ask for Guild Support if high enough in guild status, and support from the king to settle any of the problems.
******* ( 7 Received )

Battles
How about large scale battles (although it might run a little slow). Just think about a whole tribe of orcs invading the city of Daggerfall...and you and the royal guard have to stop them...maybe make your character have to kill the head orc to win the battle. Have battles as optional. Join the army of a province, go for training and join a war in progress. Increase/decrease military rank by battlefield deeds. Develope a fieldbattle system!!! In two ways perhaps! As participating in battle and as leading a smaller part of the battle!!!
******* ( 7 Received )

Pirates
I wish you could become a pirate and travel the seas and reak havoc on other sailors. You could have them on ships, not your own of course, unless maybe you were the class of a pirate and then you could have your own crew. If you were saling around on your ship like in Morrowind you might come across a pirate ship and have to fight them some how. Less complicated, the class of a Pirate sould be made up.
**** ( 4 Received )

Alternate Attacks
Throw/kick dirt to temporarily blind, bash. Marshal art style attacks. Wrestling moves. Player should be able kill enemies with only one move. When enemy character dies, should be different animations. If you kill them with a sword, should be able to decapitate, and stuff. If you hit him with a mace, his torso should go out, and things like that. And the ability to duck, roll and parry etc. You should be able to get a skill in parrying, and whenever your ready weapon is idle, it should automatically parry (success ratye dependant on skill) this should also work with a shield. You should see your hands doing actions, like opening doors and parrying attacks, but also picking locks and pockets. Your weapon should actually hit a wall, meaning that in a tight space it may be difficult to wield large weapons. The player should be able to spend money and time training up on special moves that can be set to the function keys, like headbutting the opponent or footripping humanoid opponents with Judo like moves and sending them reeling. Even jumping attacks once the player has high enough agility to learn that kind of move. Or a beat attack with a sword which smashes the weapon out of a humanoids hands. In Daggerfall you could attack to the head and arm etc, but the drag and swipe technuique is a little clumsy for some reason even. It responds kind of 'gummy' and disjointedly, it'd be better if the sword or spear followed the cursor better so you can slash your sword around across the head then back down through the chest etc. Also, the second button should allow some weapons to deliberately block or glance the opponents attack out of the way. But this would only work against swords, spears and non-missile humanoid weapons. But not against a huge dragon claw or an arrow. A character with a high enough personality should be able to enrage the opponent into attacking out of control or into hesitating so the player has a chance to recover a dropped weapon by appealing to the dragons or pirate lords sense of honour. A powerful playing character should be able to freak out more pathetic monsters by just running at them or yelling. These kind of psycological attacks should be available to even the most uncharasmatic players.
**** ( 4 Received )

Hand-To-Hand
Make it so you must have a certain %'ge in hand-to-hand before you can hit special monsters that can only be hit with a certain weapon...or reduced damage. Hand to Hand should NOT be able to kill a Werewolf when a Steel Long Sword Can not. BUT, your Guantlets and Boots should have an impact on what you can injure. Silver Gauntlets let you kill that Werewolf but your Steel Boots just aren't injuring it.
*** ( 3 Received )

Invading Armies
Cooler random things such as invading armies of undead and the like. Plague, flood, fire, earthquake and poison gas should be tools for players to create more than superficial damage. A high level character should be able to kill most people in a hamlet of farmers. Perhaps torch the city with a rain of fire. Cities buildings are repaired or rebuilt and you see the work.
** ( 2 Received )

Politics
Be able to negotiate in the political arena. Once your political standing increases maybe even become a mayor and make a profit as that. Proceed on as a ruler of the Region? I also think that it would be better if the political intrigue elements were stronger than in TES 2.
** ( 2 Received )

Screams
Screams/sounds from enemy when they are hit. Be able to toggle this on or off. Battlecries as you rush into combat.
** ( 2 Received )

Jousting
Jousting would be cool. To be able to charge your mount and strike with a lance would be great. Then you would switch to a blade and hack your enemies down, all from your mount. Include flying beasties as well. While levitate will make your horse fly as well, no one else does. In the sky, you are all alone. Dragon jousting would be just plain awesome.
** ( 2 Received )

Poison Weapons
The ability (perhaps restricted to class or hard to gain knowledge) to poison weapons I want to be able to poison my weapons, and have a variety of effects. Enemies have envenomed weapons, and I want in on it. Perhaps a benefit of Dark Brotherhood membership? It seems that since the game (daggerfall) already includes a poison function, it would be easy to allow PC's to use it.
** ( 2 Received )

Arenas
Put some areas like colusseums and battle arenas where a power hungry player can sign up and fight monsters and people to gain experiance in a faster way than just seeking them out like in daggerfall. You can bid items/money that you are currently carrying and the more you bid, the more difficult your opponent will be, if you lose, the items bided are taken from your inventory and given to the arena, if you win, the items you bid are given to you by the arena. There should also be an option in certain arenas or colusseums for the chance to win a rare and powerful or valuble item, but you must defeat extremely powerful NPC's or monsters in order to get these items. You only get one chance, and it will be risky because the opponent could be a great deal more powerful than your character and could gaurantee your loss and death.
* ( 1 Received )

War Machines
Make the catapults, ballistas etc... do something (even if it is just for fun). Ground based artillery-like weapons.
* ( 1 Received )

Attacking Groups
Groups to attack you when traveling... like orcs attacking a caravan. You could hire NPCs to guard you as well. They would have a strategy for attacking you like feints, holding a line, charging, etc.
* ( 1 Received )

Pillage Buildings
The ability to damage, raid, burn, and decimate buildings.
* ( 1 Received )

Killing Lycanthropes
Lycanthropes could only be killed by silver weapons (and maybe magic). Not even that daedric Dai-Katana should be able to shave a hair of these suckers. That means that you always have to be carrying a silver dagger or something, just in case.
* ( 1 Received )

Creating Villages
How About having the Character be able to Build a house/keep/castle. Then proceed to make a village around this. Increase the population and have a small strategic like setup. Like a really scaled back version of Civilization. Just occasionally have a page show up asking for advice? Like should we raise a tax, sell/buy/rent land etc...
* ( 1 Received )

Strategy
Maybe put some strategy into the game. Ex: You are asked by a member of royalty to lead an army to help defend an important town against a horde of orcs. You personnally couldn't do it, so you organize a troop of soldiers/mercanaries.

Supplies During Wartime
During war many supplies, especially weapons and armour, will be in short supply.

Tracking
Have monsters you can track and kill in the wilderness.

Fighting Underwater
More realistic fighting underwater. Slower combat moves unless a free action spell or likewise is cast. Casting spells is affected. Fireballs would fizzle and ice bolts would damage caster.

Combat Losses
Not ALL combat losses should be fatal. Possibly held for ransom to be paid by family, or a guild if of high enough standing. Maybe locked up, to be questioned later, and then has the opportunity to escape. Maybe tortured, until he breaks (based upon Endurance?), and devulges some guild secret. This then lowers his standing.

Battle of Wills
Allow some sort of power/spell where the player can try to overpower an enemy mentally. This could be a spell, a class-related ability or the enchantment of some itme or other.

Battlefields
Add battlefields with specific war related quests. When two contries are at war--Disease should be more of a risk; Weapons stores should be nearly empty; etc. Battlefields then dot the borders. When these battlefields are abandoned, haunt them.

Incapacitation and Kidnapping
The ability to incapacitate someone without killing them (although if your skill in this is low you might accidently kill them).. perhaps some sort of noxious gas in a bottle could come in handy for this. You could then dump them into your wagon and abscond with them.. kidnapping would be a very interesting addition, especially of nobility.

Vorpal
Add a vorpal/sharp flag to weapons. Chance to do major damage with a high chance of outright killing the monster.

Armies
Form armies which can lay siege upon enemy cities.

Bows
Bows should be made of the same material and the arrows should be different (i.e, arrows made of different materials).

Encumberance
Make weapons and armour actually impede your fighting, movement or even spellcasting. For example, mages would find it difficult to cast spells while wearing bulky gauntlets, or a daedric dai-katana would practically lumber through the air, while those extra-light dwarven swords can be wielded with ease. You can't run and jump like a gazelle while wearing about half a ton of daedric plate.

Varied Attack Patterns
Cooler looking attacks, not just plain slash, bash, stab. More like combinations, twirl the sword and take a huge slash down the midsection and recoil to stab the sucker.

Realistic Damage
Monsters should do damage according to weapons they have, not just a standard range. The weapons could look different as well (not every guard uses an axe) based on the weapon type and its metal. Or if every guard wields an axe, they should have it when you kill them, and maybe another weapon. The same would apply for armor, etc.

Chaotic Damage
In some roleplaying games there was a chance that small weapons could bring down large foes just because of a slim random chance. Like a wild dice that can be rolled again and again when a six is rolled and again when another six is rolled adding up so on a very lucky roll even the greatest hero could be brought down by a single arrow like Smaug the red dragon in The Hobbit. On the other hand, rolling a one on the wild dice would take away the highest number on one other dice so even a huge weapon of destruction could fail to kill a dragonfly or imp. After the weapons name there could be a series of coloured squares (instead of the damage range) that indicate how much damage the weapon is likely to do, white squares would be like a normal dice but the red squares would indicate a wild dice enabling the weapon to do a suprisingly large or small amount of damage. Some weapons could have a whole lot of red dice so it's hits are very unpridictable, like a magical chaotic weapon, while some could be mostly white like mundane clubs.

Automatic Combat
Press right mouse key or the attack key and hold, and your sword will swing in front of you until you release. This will free up your right hand (or the mouse) so you can move around DURING combat: dodge spells, hit and fade, etc.

Total of 92 Suggestions, 34 Unique

Please feel free to Contribute a Suggestion...

This file automatically generated by the UESP Suggestion Database program created by Dave Humphrey, 8 June 1998
If you have any inquires, problems, or suggestions related to the program or its output, please direct them to the WebMaster, Thank-You.


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