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> Great Quest Idea, Could be in the game but if not...
Discobiscut
post Dec 19 2005, 04:59 AM
Post #1


Retainer

Joined: 7-December 05



OK so I was reading through the DEV quotes, again, and they where mentioning the ability to buy houses in every town. Cool. So you stash your stuff there and think you are mister big dude with all your armour and plunder.
What if the Radiant AI happens to have a NPC who is a theif, what if they then see this house that is always empty cause the guy who owns it is always out adventuring.
You get back from a hard day adventure down some dungeon and as you enter your abode a message comes up "As you return home you notice all is not right, you have the suspicion you have been broken into".
Then you have to investigate your home and find clues that are left.
(I would imagine the selection of what was stolen from a mod point of view would be random as you wouldn't know who had what)
Then it is off to search for the theif. Added info could be included to core NPC's in the theives guild and extra NPC's can be added to help track down the theif.

I hope that something like this is actually in the game but it could make a fun mod
especially if the thing stolen was valuable and you REALLY wanted it back.
Would be good for the none Theif charecters to expose them to the seedy underbelly of the various towns.

This post has been edited by Discobiscut: Dec 19 2005, 05:02 AM
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RobRendell
post Dec 20 2005, 05:22 AM
Post #2


Agent

Joined: 22-September 05
From: Melbourne, Australia



Or maybe you could "make an example" of the thief the first time, and the guild will leave your houses alone after that smile.gif

I don't like the idea of paying protection money - seems a bit craven for a heroic TES main character.

Also, once you've gone through the process of getting your stuff back once, the novelty will wear off pretty quickly. So, IMHO you'll definitely want some reason in the mod that it won't happen again.

Actually: in Fallout2, when some guys stole your car, if you didn't gun them all down when you caught them, they were actually quite useful. Maybe you could have a choice at the end like that - either the PC murders the house robber, scaring off future robbers, or he/she manages to reach an agreement/do a favour for the thief, and will thus get favours back (including being exempt from house break-ins in future).

Maybe the PC tracks down the thief, who then tries to escape. In doing so, he stumbles into some daedra or something, and the player can save him. In gratitude, he promises to have the player's houses noted as off-limits at the guild.

This post has been edited by RobRendell: Dec 20 2005, 05:24 AM
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