I don't understand why you believe so many people object to the idea to begin with. This notion a vast swath of players object to "non-FPS" game play or multiple systems of combat doesn't seem to exist. At least not in this thread. I doubt it's a common view toward a game advertised as an RPG first and foremost anyway. It does make for a suitable strawman though .
Developing two systems, with one based almost completely on character agency and the other on player agency, and slapping done on it might meet resistance. It would not be because the system based on character agency exists. It would be because the system based on player agency disregards the character attributes completely. If this isn't the intent then all is well.
Wait, why would that system disregard character attributes completely?
Player-focused RPG combat:
Stats impact bullet spread, reload speed, weapon sway. Honestly, I think this is pretty likely. It's the easiest way to have some sort of RPG impact on combat, and it will affect FPS players very little. Their bullets still go where they're aiming, but their aim and bullet spread are impacted by their character. Since they'll be shooting it up anyway, it won't take long for them to be "pros" and hit what they're aiming at.
Character-focused RPG combat would be as simple as a pause-and-select-target system. The tech is already there for the smart weapons, now the bullets just need to shoot in a straight line and players need a way to tag targets.
Heck, if you really wanted to, lock it behind cyberware that players can choose early on in the game (or at the start). Make it impossible for FPS players to get "confused" about the mode.
Like Su said, I see no issue with a "derivative" VATs system. What is the problem there?
EDIT: I'll add that I think such a mode is highly unlikely. But I don't think it would be that hard to implement. I am no game developer, though, and I don't want to come across as an arrogant "zomg why dont they just do it its so easy stupid devs" type of person.
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