Board Thread:Lore Discussion/@comment-96.252.245.207-20130116060134/@comment-78.151.75.150-20131215012015

Now this may seem a bit of an odd idea but after reading through this page I've seen all sorts of comments relating to the full map of Tamriel being explorable and the rebuttle often being something along the lines of 'the size of the game would be too large' and so how about taking a stance similar to the Final Fantasy games. For each province (e.g. Cyrodil, Skyrim, Black Marsh etc) each have their own disk and when travelling from province to province the disk has to be changed.

Now that may be frustrating having to change the disk constantly especially if you're a player who likes to explore like I do. So perhaps instead of that Bethesda could do it like Mass Effect 2 and 3 did, as the story progresses the disk has to change and each disk holds some provinces. For example the beggining of the storyline and the large guilds (e.g. Fighters Guild/Mages Guild) are on disk one then the rest of the main storyline, side quests and smaller guilds (e.g. Dark Brotherhood/Daedra/Thieves Guild) are put onto disk two. Just an idea, but it might be a workaround for the current problem of size. About the time constraints it would take for it to be made might be a problem but then again we still have the Fallout series to wait for as well.

Also just a footnote I downloaded Knights of the Nine for Oblivion and I thought a lot could have been done with that faction as well as others like the Fighters Guild, Battlehorn Knights and the Dark Brotherhood could have helped out with the Oblivion Crisis by lending a few soldiers or knights to fight back or help with protecting the cities, like some knights seen on patrol around the cities at a certain point would have just added that extra bit for me. So maybe something like that could be added. The guilds lend a helping hand during the main storyline, maybe the higher the rank within the guild has an effect as well as each guild. Say the Dark Brotherhood makes the number of enemies thinner while the Fighters Guild sends troops to assist while the Mages Guild provides the assisting troops with enchanted gear at some point while the KotN take over protection of the churches and cities while the Legion (Or whoever at the time protects them if in Cyrodil) helps the Hero as well.

Finally I got tired of the bounty system in both Oblivion and Skyrim. In Oblvion the bounty was constant so had to be resolved while in Skyrim you could simply avoid the Hold until needed. So perhaps rather than instant like in Oblivion or territorial in Skyrim if the city guard can't stop you from leaving the city whilst having a bounty messengers spread the bounty to nearby cities, but these messengers can be intercepted and the bounty stopped for a period of time until the guards realise it hasn't been passed on to the nearby cities. I feel it'd just add that extra level of danger, and maybe if the Hero's bounty get's so high a provincial militia is formed with guards from all the cities to hunt you down; kinda like a cross juridstictional task force that would happen in some police forces.