Vote concluded - Orks!
Added 2023-05-08 14:13:21 +0000 UTC
So, the Final count of all votes over all platforms looks like this:
Orkish bounty Hunting Guild: 133
Interdimensional Necromancers: 66
Which means we have a clear Winner! For those who wanted to see the Necromancers, don't worry, that option will come back at some point in the future.
So, what does this result mean for us? Just as I already described it out in the Poll,
The Overall Idea was to to create a Bounty hunters Guild. With the main features being:
- Hunting parties: Their main purpose is to chase down the player if he has a bounty in one of the holds, subdue him, and deliver him to that holds prison where PA is taking over. Depending on the players bounty, they will employ increasingly refined tactics like Paralysis Runes placed along common travel paths to capture the Player
- Combat Style: They will use a nonlethal scripted damage type. Think of it like some sort of "sleepiness" poison or magic they use on their weapons or in their spells. This way I can avoid issues with regular combat defeat mods, and have a better control over the difficulty level these new opponents present.
- Dedicated Base: They will get their own Stronghold on the Map (probably near Riften, But I´m open to suggestions). This will serve as a hub for quests. Including smaller bounty hunting quests where the player can hunt down targets, as well as the Larger Questline. It will also have plenty of Devices and scenes to "deal" with captives, Be it the Player or NPC.
- Anger Level: Depending on how many of their numbers have been killed by the player, their attitude will change. With a low Anger Level, the player might be presented with more diplomatic options when being caught, like paying a premium or the simple persuasion check. On high Angel Levels however, Capture might lead to a bad end right on the spot, or it will result in being taken back to base as prisoner where an unpleasant fate awaits...
- Questline: This is the real Biggie, A large associated Questline, similar to the companions or the thieves guild. Not entirely sure on the details yet, but this will be the avenue to introduce new locations and dungeons where some of my machinations can be placed as traps without having to be concerned about compatibility issues with other mods.
As you can probably already guess, this is a LARGE project, and will therefore be split into more manageable steps.
- First: Hunting parties, combat mechanic, and some outcomes for capture Event
- Second: Design The Stronghold, some basic quests, as well as Prisoner Handling
- Third: Large questline with new locations, but this one will likely be an iterative effort as well.
So, I´ll be commencing the First step now and keep you updated on the Progress, There are some unknown factors for me like Encounter Zones and Leveled actors on which I need to do some reading first, but These are all vanilla concepts which are well documented, so I don't expect any surprises here.
After The first step is Done, We´ll hold the next vote where you can decide on whether you want to immediately proceed with step2, or would rather see something else first for a bit of variety.
Not gonna lie, this one will be large. Larger than everything I´ve ever made so far.
It will take some time to get the Groundwork done before I can implement any new Events, and I hope you can bear with me for that time. But I have no doubt It will be more than worth the wait.
See you soon with my first progress report :)