Sailors and pirates

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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CrazyCyrodilicCat
Posts: 13
Joined: Wed Jun 06, 2018 9:59 am

Sailors and pirates

Post by CrazyCyrodilicCat » Thu Feb 14, 2019 2:18 pm

Comrades like-minded people, hello again. I've always been obsessed with space and sea, and if it's difficult for astronauts to make it to Daggerfall, then pirates, ships, and port cities there would be very good, especially considering what ardent sailors are redguards. Yes, I understand that what I'm proposing, if not impossible, that is extremely difficult to implement because we're going to have to introduce a whole new kind of mechanics that wasn't previously in the original game, but isn't it Gavin Clayton aka Interkarma doing the impossible? In short, I want TES: Regduard, but in Daggerfall. If nobody stokes about it, let this idea just hang here 'till the time came. Thank you for your attention.

P.S.: I'm zero in programming.

Usernamicus
Posts: 24
Joined: Sun Dec 17, 2017 4:28 pm

Re: Sailors and pirates

Post by Usernamicus » Tue Feb 19, 2019 3:18 am

I suppose someone could make some random quests that only activate on your ship (if you have one).

Narf the Mouse
Posts: 743
Joined: Mon Nov 30, 2015 6:32 pm

Re: Sailors and pirates

Post by Narf the Mouse » Tue Feb 19, 2019 4:57 am

Usernamicus wrote:
Tue Feb 19, 2019 3:18 am
I suppose someone could make some random quests that only activate on your ship (if you have one).
That sounds like a working step one. :)

Giving the player a mobile ship would be workable, although step one there would probably be a bit derp. :) Re: "Ride a dragon"-type mods in Oblivion, where you can do things like fly through the ground, based on some videos I watched.

Or in this case, "sail" your ship onto land, since DF doesn't quite fully define "This is ocean".
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

Al-Khwarizmi
Posts: 170
Joined: Sun Mar 22, 2015 9:52 am

Re: Sailors and pirates

Post by Al-Khwarizmi » Fri Feb 22, 2019 12:06 pm

I suppose giving the player a ship that you can actually see moving, etc. would be very difficult (I hope to see it one day, but I'm not expecting it any time soon) but there could be middle grounds that still could be fun.

For example, you could get quests like escorting a ship and being boarded by pirates. You wouldn't manually drive your ship (or see it actually sailing) but you would get a quest text about your trip, telling you about your encounter with pirates. Then, you would be teleported to some part of the map where your ship is near a pirate ship (similar to what happened in Ultima 4) and you would fight it out.

Other quests could be about going with your ship to some remote island (which would work as a dungeon), etc.

Narf the Mouse
Posts: 743
Joined: Mon Nov 30, 2015 6:32 pm

Re: Sailors and pirates

Post by Narf the Mouse » Fri Feb 22, 2019 4:23 pm

Al-Khwarizmi wrote:
Fri Feb 22, 2019 12:06 pm
I suppose giving the player a ship that you can actually see moving, etc. would be very difficult (I hope to see it one day, but I'm not expecting it any time soon) but there could be middle grounds that still could be fun.

For example, you could get quests like escorting a ship and being boarded by pirates. You wouldn't manually drive your ship (or see it actually sailing) but you would get a quest text about your trip, telling you about your encounter with pirates. Then, you would be teleported to some part of the map where your ship is near a pirate ship (similar to what happened in Ultima 4) and you would fight it out.

Other quests could be about going with your ship to some remote island (which would work as a dungeon), etc.
That does sound like a very workable first step, with mod support.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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