Jump to content

[Idea] Thalmor Rescue


Recommended Posts

Posted

It comes down to the replayability of the quest or scenario.

 

A long quest based scenario will probably loses its luster after a few runs in, can add a few options and outcome, but it'll be difficult to keep things fresh especially if it takes a while to complete.

 

Short scenarios make it easier to create variable random outcome showcasing what happen when defeated.

 

Either way I don't think there are enough sexlab related scenario for this to become a huge issue at the moment. I am sure we are willing to take whatever given to us.

Note that longer scenarios don't have to have lesser replay value than shorter ones, it's just that it takes a lot more effort to add great replay value to a long multi-stage quest.

 

In a perfect world, each quest would be laden with choices, each choice visibly affecting the outcome until each time playing through the quest you end up in a completely different place, either literally or narratively (or both).

 

Practically, it's a pain in the ass to implement such a quest, and the less "stages" a scenario has, the easier it is to implement variant endings.

Posted

Agree, if there's enough choices a longer quest can keep its replay value for longer.

But there's also the parts that will repeat multiple times for the player to see all the scenario.

 

For Example a very basic 3 stages quest with options (not going into pre-req/exclusive path for now)

 

Stage 1 choices: 1A, 1B, 1C

Stage 2 choices: 2A, 2B, 2C

Stage 3 choices: 3A, 3B, 3C

There can be numerous combination, but combinations like 1A2A3A, 1A2A3B, 1A2A3C all features the same beginning scenario that a player has already seen. Even if we set it so that each unique path can show up only once, (once 1A2A3A is chosen, that option is removed from possible option) we are still dealing with repeats.

 

Ultimately however, gameplay. We still need to keep the game moving (unless we are talking about Game Over scenario...) A long scenario once loses its charm can start to become a chore as compare to a short scenario that has repeated many times, but since it's just a minute long or less, it is less intrusive.

Posted

Agree, if there's enough choices a longer quest can keep its replay value for longer.

But there's also the parts that will repeat multiple times for the player to see all the scenario.

 

For Example a very basic 3 stages quest with options (not going into pre-req/exclusive path for now)

 

Stage 1 choices: 1A, 1B, 1C

Stage 2 choices: 2A, 2B, 2C

Stage 3 choices: 3A, 3B, 3C

There can be numerous combination, but combinations like 1A2A3A, 1A2A3B, 1A2A3C all features the same beginning scenario that a player has already seen. Even if we set it so that each unique path can show up only once, (once 1A2A3A is chosen, that option is removed from possible option) we are still dealing with repeats.

 

Ultimately however, gameplay. We still need to keep the game moving (unless we are talking about Game Over scenario...) A long scenario once loses its charm can start to become a chore as compare to a short scenario that has repeated many times, but since it's just a minute long or less, it is less intrusive.

Definitely. I wasn't disagreeing with you, merely clarifying the underlying mechanism.

 

Yeah, there are few bigger turn-offs for me than getting stuck for too long in a repetitive scenario, especially ones with minimal or purely cosmetic choices. I've said it in a different thread already, but the paradox of all kinds of capture/imprisonment/slavery scenarios is that the loss of control, the very thing which makes them attractive in the first place, is also the bane of keeping people invested in the scenario, because seeing things play out in front of you without meaningful ways to affect events is the opposite of what attracts people to video games. Careful balance has to be maintained, and this is something most current mods have yet to work on.

Posted

I hate people picking on the Thalmor since they are such an easy target!

 

Umm, yeah.  They're only trying to unmake all of creation.  So... uh... it's a bit difficult to care about their well being.  

Posted

 

I hate people picking on the Thalmor since they are such an easy target!

 

Umm, yeah.  They're only trying to unmake all of creation.  So... uh... it's a bit difficult to care about their well being.  

 

 

I'm done talking about lore, it is derailing the thread... So I'm just going to say No...

 

 

Yeah, there are few bigger turn-offs for me than getting stuck for too long in a repetitive scenario, especially ones with minimal or purely cosmetic choices. I've said it in a different thread already, but the paradox of all kinds of capture/imprisonment/slavery scenarios is that the loss of control, the very thing which makes them attractive in the first place, is also the bane of keeping people invested in the scenario, because seeing things play out in front of you without meaningful ways to affect events is the opposite of what attracts people to video games. Careful balance has to be maintained, and this is something most current mods have yet to work on.

I agree with this!

 

Their is a mod in Fallout NV, where you are enslaved and thrown in a slave camp. I thought it was great! You were enslaved but you were given options of what jobs you wanted to do. The objective was to meet someone who could smuggle you out, or was it to kill him for the warden? (It's been a long time) I wish it used Sexout, but overall it was great imprisonment mod. A little sex here and their would have made it sooo much better.

 

The concept can be the same, after being processed, the warden of the Thalmor camp rapes you and likes you. Since he likes you, he gives you a little freedom. Then you have different jobs you can do, some where sex isn't normally involved... I wouldn't make everything lead to sex! Especially if you are the wardens pet! Their might be a sex option, but I wouldn't over do it.

 

That makes you feel powerless being trapped in a Thalmor camp, but are given options so you don't feel like you are on rails.

Posted

I don't like the death alternative solution for this mod. I'd prefere it as a simple event that

happens multiple times: A thalmor patrol attacks the player and if he has less than 30% of

health, he get's... taken.

liam-neeson-taken.jpeg

Posted

This is a really cool idea. I've been working slowly on a quest mod kinda like this but mine was a little less in depth. I'd really like to incorporate the idea from this to my mod. I'm recently new to modding so don't expect a release for a while but if it's alright with you I will be sort of expanding on this idea.

Posted

This is a really cool idea. I've been working slowly on a quest mod kinda like this but mine was a little less in depth. I'd really like to incorporate the idea from this to my mod. I'm recently new to modding so don't expect a release for a while but if it's alright with you I will be sort of expanding on this idea.

 

Absolutely!  Like I said, I'm an idea man, and I'd just like to play it, so go nuts.  I can help with dialogue and stuff, but I'm not patient enough for the Creation Kit.  Let me know how I can help! 

 

By the way, for any other modders out there, I would be more than happy to help with dialogue - especially people translating to English or who English is a second language.  PM me or just respond here.

 

Posted

This sounds good, although perhaps a letter from someone other than Delphine. Perhaps one of the chieftains from an orc strongholds you've visited and/or helped?

Posted

 

 

This is a really cool idea. I've been working slowly on a quest mod kinda like this but mine was a little less in depth. I'd really like to incorporate the idea from this to my mod. I'm recently new to modding so don't expect a release for a while but if it's alright with you I will be sort of expanding on this idea.

Absolutely! Like I said, I'm an idea man, and I'd just like to play it, so go nuts. I can help with dialogue and stuff, but I'm not patient enough for the Creation Kit. Let me know how I can help!

 

By the way, for any other modders out there, I would be more than happy to help with dialogue - especially people translating to English or who English is a second language. PM me or just respond here

 

Awesome. I'll PM you once I get a rough draft for dialogue

Posted

Also just to clarify with everyone. It will not be a death alternative but a quest, and just so you know I plan to expand continuously on to the end for a while. So how it'll work, I'll release part 1 certain things will happen, at the end of part one the player will have a choice and will effect how part 2 would play out and so on depending on how many parts I can come up with. I have ideas for part 1 and 2. the release of part 1I will be taking in ideas for continuation. Thanks

Posted

Well if you want thoughts...

It's a bad quest idea.

The player has basically no control in anything here, assuming we follow the quest steps strictly. You can't avoid getting caught, you can't avoid getting tortured, and eventually events just have you released through convenience with the only remaining goal being to kill everyone. That doesn't sound like a fun piece of gameplay, it sounds like you have an idea for a fetish porn movie and want to shoehorn it into Skyrim.

You're not the only one with dumb ideas like this, though. Lots of people seem to like the idea of quests consisting entirely of rape scenes and the occasional dice roll to see if you get out.

You want to make it a quest? Here's one way it could work:

  • The player gets the note and arrives at the scene.  Ambush!  The player is definitely outmanned and unlikely to succeed, but the possibility is there.  Doing so ends the quest.
  • The player is captured.  Torture/rape scene here, since this is a sex mod.  The player is then left alone with a guard.  The Thalmor have made the mistake of assuming after the first round, the player would be too weak to fight back.  Here the player can either appeal to the guard, either with sex or simply words, or they can pick up a makeshift shiv and try to fight.  Fighting will, of course, aggro everyone, but if you do kill the first guard, you can always quickly loot his armor/weapon for a better chance.  Quest ends if fighting your way out ends well.
  • Talking your way out is more interesting.  Failing just gets you another torture/rape scene and another, easier chance, until eventually you can't fail.  But even then, succeeding in getting the guard on your side is just the start.  You'll still have to fight your way out, but if you've won him over, you can knock him out, steal his stuff, and get a chance to stealth out with minimal combat.

Quests need branches and options to be interesting.  Turning it into a string of fap material is just boring and uninspired.

Posted

Just gonna say this, maybe next time don't post with an attitude of "these people are stupid" cause honestly I have no respect for that.

 

First off, you have no knowledge of what my idea is for this quest, so you can't straight up say it's dumb.

 

Second, look at any adult quest mod for Skyrim or Oblivion. The majority involve going from one spot to the next with sex occuring continuously.

 

My idea is to make a quest where yes, you will get enslaved, but during your enslavement the choices you make define how certain situations pan out which then lead to escape and seeking revenge or being sexually broken and helping your enemy further their gains.

 

So next time please have some courtesy to maybe ask for an overview or synopsis of what's going to happen before you decide to act super cool and shout people's ideas down.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...