Lisbeth_Salander;n9840961 said:
I wish I had a bookmark on every post where I have elaborated on that.
First off, game made for third person. First person as more like a vanity mode (for closer inspection of the world)
All the primary attributes at play (INT, COOL/WILL, REF, ATTR, TECH, EMPATHY) and around 8 skills under each. 6 skill career packages plus 3 pickup skills and the the Role Special at char creation. Roughly!
Cursor driven (pont'n click able, but WASD works too) with dynamics on it similiar to old point'n click adventures (turning the arrow into an eye or a hand or a mouth or a cogwheel... that kind of stuff, not literally those, but context sensitive variations fitting wth CP for interacting with stuff).
Lots of little interactivity as decribed
here.
Slow paced movement (almost simulation-like) that denies running 24/7 around the city (unless your character is cybered up) without any sings of exhaustion. This to keep the players attention on his more immediate surroundings than being in a hurry to everywhre at once. Travel options around the city. Personal vehicle driving as a skill driven minigame (random encounters and happenstances based on driving skill if used in fast travel).
Combat being quick and deadly skirmishes. Relying on the players ability to maneuver (affected by MA stat) and choose targets and timing the shots, while the character does the aiming (active "press'n hold" target lock, hit chances based on a set of variables, largest of which the characters own skill at shooting the gun at hand). Plenty of action and some player skill required, but still character driven and true to the RPG roots (and most importantly, not being a typical fucking shooter). Hit chances are scary, I know, but the combat event would more about timing your shots when the character is getting his best chances, so unless you resort into sparying and praying and generally just flailing around, only few shots are fired, and while some WILL miss, the amount is likely to be neglicable (you'd miss a few shot in a shooter too...).
Plus the titular "tactical mode" as an option which'd pause the game and allow the player to assess the situation and queu up one or two actions from a range of options and let them play out as per the character giving his best shot at it, to then return to a paused state.
That's it in a nutshell.
Overall a game that embraces it's RPG roots, and while still offering lots of action and shooting and explosions, works more like an adventure game. Not really comparable to any current sandbox FPS games, not even those pretending to be RPG's.
That's the sort of compromise I'd hope for (or the outlines of it at least).