Not that hard, use 1st-person view to designate the target by aiming at it, then using character skills and augmentations to determine hit probability.Sydanyo;n8623390 said:I'm resigned to the fate that it is similar to Witcher 3 in that it's third person (hopefully with better movement mechanics though), which might mean that it's click and shoot instead of aim and shoot. The biggest issue I'd have with that is that it kind of removes the immersion of cybervision completely. How is my TimesSquare Marquee and other optics going to be logical at all when I'm actually hovering behind the character as some godlike figure, and not the character itself?
Oh well.
Yes, your player ability to get on, or select a specific body part as your target won't be relevant in this case, but you still get the 1st-persion immersion factor.
The advantage of this method is you could use the same game mechanics for aiming at targets and give the player the option during the initial game set-up to use FPS or RPG mechanics to determine actual accuracy. Best of both worlds.