The goal of this topic is to discuss possible content that can be added to AC1 without having to create new mechanics. It doesn't have to be something a ten year anniversary addition needs, just what you think would look cool/interesting.
Originally I was going to list all my ideas in this post, but that became overwhelming, so I'll list them one by one in different posts.
Although this topic is meant for AC1, if you have any ideas for the other games, by all means comment.
First off, the crossbow. Since it was meant to be ingame, we can assume some work had been done on it. If no combat mechanics (such as counters) have been applied, how it could work is you only take it out to fire. Or just have the ability to block with it and no counter option.
Secondly, how you store it. If they can make it like in the AC1 intro with the crossbow on the back and the shortblade sheathed in the front of Altair's belt. How you select it could be on . Or choosing between the crossbow and shortblade. That's where a weapon rack can some in, stored at the city bureaus.
Now how it works. Since it would do the same thing as throwing knives, how about make it more interesting. Why not give it the power to knock out (poison) characters? The simple way it works is: crossbow dart=maximum fist damage. Of course that could get overpowered because knocked out bodies don't draw attention like dead ones. To remedy that, the moment a character is shot it draws suspicion.
Also it would be fun if the knockout also works on targets. The only problem with that is shooting a target from far away and then instant killing him will look tacky. Either the instant kill would be disabled and a notice will appear like in Unity or you'll have to get closer for the instant kill to activate. Not everyone may agree with that kind of power in the game, but those are my thoughts on that.
And speaking of weapon racks, it would be nice if you could choose between weapons you've had previously and add some more (the only weapon stat in AC1 is damage, but some variety can be created with regular attack damage vs strong attack damage). I'm not entirely sure but I think guards' swords look different from Altair's. Also, Majd Addin has a dagger by his side. Just copy the graphics and make it bigger.
The crossbow was fully funtional but the testers complained about it making the game too easy so Ubisoft removed it so it would be a simple patch in. Poison would not be added since the old creed before altair took over were not aloud to use it.
That's why I would make it an end of the game feature. Are there any discussions with the game devs or other info online about the crossbow?
Another thing I'll focus on is scenes. Usually it was Altair standing there while the action unfolds all around. My idea is to put the pathfinding charm to good use.
You remember how Altair walks toward a beat up target after you take down his health? Sometimes when I do interrogations I finish off the guy with a throw and quickly climb up a building. You'll still have control of Altair despite being in ghost mode (no high profile actions available) for the inevitable scene, and the interrogation scene can't start until you get in a standing or crouching position. When that happens, Altair will climb/freerun down to the character to start the scene.
So I was thinking, to add more substance to some cutscenes, Altair will follow an NPC around while engaged in dialogue. Some examples: Moving between rooftops on the way to or from the bureau. Or a simple stroll when arriving at cities. Maybe even some scenes at places you normally shouldn't get to, such as outside one of the side entrances to a city or the top of the wall in the Masyaf fortress.
And some scenes/missions could start. If you remember the beginning Animus tutorial, those glowing portals. I think it's a shame that's the only time in the game they appear because later games had them as checkpoint starters.
Assassination contracts would be nice. The closest thing we had were informer missions, but the required stealth and time limit took away opportunities.
Contracts should be available at any time and started by an informer at the city bureau, unless that somehow interferes with story missions. How it works is you talk to him by the regular locking on, and a list of contracts appears.
To make the contracts interesting, either the targets are disguised as civilians or they have guard friends disguised as civilians. That would make the first time for each contract tense. You walk into the area expecting to get jumped by anyone. People in the crowd, annoying beggars, a city crier, two guys on a bench, maybe even that innocent looking monk group over there. Of course it would help if the targets weren't marked in the minimap as usual, making eagle vision more of an asset.
It would also help to have allies on these contracts. But instead of the normal vigilante and monk groups they can work on an individual basis. Other tweaks such as vigilantes who could follow you for a distance even on rooftops and stationary monks. And if it's possible, assassin guards form Masyaf who get into simulated fights with the city guards, but more on that when we discuss combat.
Now how about an AC equivalent to the MGS stealth camo? I propose that after you beat the game, Altair has the Apple in possession and can use it for invisibility. This is for fun as well as getting past frustrating parts in stealth missions. Also needs to be well balanced because there are people who want things easier, while the hardcore fans won't appreciate an easy mode.
So let's say the invisibility lasts for 15-20 seconds, takes a minute to recharge, can only be done while anonymous, and high profile actions cancel the effect. The ideal button would be / since that button isn't in use.
As for how the effect will look, I nominate invisible glowing Altair, because it's a cool effect that already exists in the game.
Now how about an AC equivalent to the MGS stealth camo? I propose that after you beat the game, Altair has the Apple in possession and can use it for invisibility. This is for fun as well as getting past frustrating parts in stealth missions. Also needs to be well balanced because there are people who want things easier, while the hardcore fans won't appreciate an easy mode.So let's say the invisibility lasts for 15-20 seconds, takes a minute to recharge, can only be done while anonymous, and high profile actions cancel the effect. The ideal button would be / since that button isn't in use.
As for how the effect will look, I nominate invisible glowing Altair, because it's a cool effect that already exists in the game.
This could be kind of fun - I mean, Disguise in AC Unity effectively does THE EXACT SAME THING and few people complain about that, so I don't see why not. It's a Game Completion reward, after all. You can't use it on a fresh playthrough.
And speaking of weapon racks, it would be nice if you could choose between weapons you've had previously and add some more (the only weapon stat in AC1 is damage, but some variety can be created with regular attack damage vs strong attack damage).
I forgot counter attacks also do a certain amount of damage. And of it's possible to add attack bonuses when attacking right after a successful block or step. That way there can be a preferred weapon for each type of combat style.
Also if combat kill animations were possible in more situations. So far it's just counter, combo, and stun kill on a countered heavy attack. What if combos could be done in one hit on shock and awe enemies. What if regular attacks had a chance of a kill animation on enemies who were that low on health.
Maybe even add walk up kills with weapons. If it's possible to copy and paste the kills you see in scenes. Examples: Robert killing the hostage, Al Mualim executing Altair, Al Mualim executing the traitor, Tamir killing the merchant, Majd Adding executing the "criminals", William killing the AWOL guards, Sibrand killing the monk.