User blog comment:Jonesy95/Possibilities for Dishonored DLC/@comment-82.74.224.143-20121016150259

"My ideas on how to expand, improve and extend gameplay and storyline."

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1. Ideas for items (IY)

2. Ideas for powers (UJ)

3. Ideas for other skills (IQ)

4. Ideas for post-game content (LP)

5. Ideas for side-notes regarding dialogue and connection (ZK)

--Ideas for items:-- (IY)

Noose-Trap, you can deploy from above to quickly dispatch enemies from ground level and hide them from sight if chosen, could be used as a decoy instead.

Smoke Bomb, To quickly vanish and break enemy line of sight to give time for mana recovery and to blink to a tactical point. Perhaps could use smoke bombs as mobile cover from point 1 to 2.

Rebreather, to stay hidden under water for longer periods. Immunity to poisonous gas and aerial plague.

EM Arrow, on impact it disables any electronic devices in a very small radius by causing a magnetic blast. Useful, should cause a loud electric sound. (Something alike was advised below by KayO199X, I do not take credit for the EMP idea)

Decoy Arrow, makes a loud sound on impact. Enemies within radius will approach the arrow to investigate. Giving the player an opportunity to get away, pass by or approach a tactical assault.

Stun Grenade, releases an electric pulse that renders enemies (and friendlies) unconcious in the blast radius. Causing a loud bang and may alert nearby enemies. NOTE: Used in hallways in buildings with high ceilings the blast may echo far, alerting enemies in a larger area and/or number.

Solokov's Cure, cures plague when drank. Ingrediënts for the potion are difficult to come by, cannot yet be deploy for mass release. (Chains to 'Ideas for post-game content', eventually the plague can be cured when Corvo found schematics and the means to mass-produce the cure. By using whale-oil tanks filled with the cure for aerial release as a gas substance)

--Ideas for powers:-- (UJ)

Possess (level 3), force the target to commit suice by tapping a certain button combination. High mana cost but useful for stealth approaches.

Dark Vision (level 3), should be able to use Dark Vision indefinitely until cancelled. With a larger line of sight.

Shapeshift, take an unconcious or dead person's form to walk around that area unnoticed. Continuously cost mana and if the body is discovered should give a message that your form is no longer incognito. Also when mana runs out, the player will change back to their original form. Lasts until cancelled or when mana runs out. NOTE: Cannot be used against non-humanoids, and does not protect you against walls of light and arc pylons unless armor upgraded. (Level 2): Improved mirroring on armor upgrade allows you to pass by arc pylons and walls of light when shapeshifted.

Voidfire, aim at the target and it'll spontaneously cast afire, high mana cost and funny for sadistic characters, leaves a coaled body or ashed if cast upon again. Cannot be used against motorized enemies, and counts as a high profile action. NOTE: Can be used to fend of rats, fire causes rats to disperse temporarily.

Blind Flash, target will temporarily lose eye sight, can be used tactically for them to 'accidentaly' commit suicide, or to help you with a stealthy approach. NOTE: Blinded enemies will panic and nearby allies will approach the target, which gives the player a stealthy opportunity to pass by. (Level 2): With use of button combination, can temporarily blind enemies within a small radius, like a flash-bang effect.

Pestilence, slowly turns the target into a weeper. The target's allies will attack the weeper, offers distraction but potentially kills the target and the target's victims.

Bloodthirst (level 3): Killing an enemy in combat with adrenaline instant kills will slightly recover Corvo's health.

--Ideas for other skills:-- (IQ)

Double Take-Down, renders two targets unconcious. NOTE: Must be behind and in melee range of the targets.

Double Kill, quickly dispatches two enemies silently. NOTE: Must be behind and in melee range of the targets.

--Ideas for post-game content:-- (LP)

MISSION 1: Diplomatic Capture

A new prisoner has arrived in the cells, claimed to be a spy from the Serkonos ruling body. Interrogate the spy and find out what his business was.

MISSION 2: City of Bastillian

Learned from the Serkonos spy that his task was to watch the spread of the plague; your allies believe it was a political tactic to render Dunwall weakened for war through further interrogation. You are sent to Bastillian to infiltrate their spy network and report back with intel that proves their plans.

MISSION 3: Conspiracy and Treason

Finding out the jealousy of the Isles and how many states are involved in this conspiracy due to their lack of faith in a young empress being a strong ruler, the conspirators built an underground network of rulers, nobles, gangs and individual like-minded people. You are sent to bring in the key members of the plot.

[...] I'm sure you can think of a mission 4, 5, 6, etc. Bringing Corvo across the Isles to bring in the key conspirators. Finding new schematics and art which will decorate Corvo's trophy room. [...]

FINAL MISSION: Ending the Plague

Good: Help Emily to secure the city of the plague. Guards will no longer be a concern, but the city still has weepers, rats and the plague to worry about. Deliver Solokov's cure to Piero's gas machines across the city for aerial distribution. Jails the conspirators for life.

Evil: Kill all weepers, rats and unfortunate civilians by use of Piero's arc machines across the districts. A lot of casualties but eventually the plague will be no more. Starting with the decontamination of buildings. Publicly executes the conspirators.

Now that all's over with Corvo's story, he can finally grow grey hair and die a happy man. Reloading your saved game will bring you back to your trophy room in the palace, looking over a cured city and hear end-game dialogue from guards and empress Emily.

NEW GAME+: Restart with all upgrades

Keep your powers and upgrades, schematics and runes picked up in the last game will not be there again. To balance the challenge of the game, select a higher difficulty and make different choices for a different game play.

--Ideas for side-notes regarding dialogue and connection:-- (ZK)

Corvo's room will be one near Emily's due to her dependency and faith in him during her rule as empress. Through dialogue you could help her advise and gain the city people's loyalty knowing young Emily makes just and rational decisions. Or rash and tyranic decisions, causing a different outcome by using fear as a method of civil loyalty.

Emily's personality can change by the way you advise and influence her with dialogue. In result the empire will be affected, causing different kinds of endings.

You can find Piero and Solokov in the lab of the palace for purchasing upgrades.

Samuel has been given the title of Captain and commands a small vessel that will be key transportation from one part to another in the Isles.

--Fin--

~OshaoXin~