No turn based combat please.This is 2016. Real time combat with many options of approach,thats the only way to go
We-ellll.
A normal human in Cyberpunk runs 4-5 on a scale of 1 to 10 for Reflexes. 1 being really, REALLY bad and 2 being minimum player start. Modern city humans are slow, so I usually go with 4-5 as average. 5 if you used to play sports as a kid.
A cybered character can be running Reflexes of 13, before gene mods. Three times as fast as Joe the Paper Pusher.
Normal initiative, how fast you respond, is a number range for a normal human from 6 to 16. that's how fast Joe responds. Another Joe or Judy, same story. Average of about 11.
A cyber-enhanced, extremely combat-experienced character looks at a response time range from 24 to 35. Average of about 27, depending on how experienced that professional is. Nearly three times as fast to react. If luck is with you and not them, you could be, ohhhh, SIX times as quick to react as Joe. Yep.
In other words, while Joe is going, "Holy crap! Is that guy going for his gun?!" Morgan has drawn, fired, accurately, three times or more, and probably holstered his weapon. He shot the two gangers closing in behind Joe and shot the bigger guy twice, just to be sure.
Before Joe can even react. Waaaaay before. He's that experienced, he's that enhanced, he's that fast.
Now, that speed is pretty hard to put in a real-time game, because, let's be frank, you are Joe. Probably. Odds are, you are Joe.
This is the charm of turn-based or semi-turn-based systems. They allow regular people to play persons who are waaaaaay faster and more accurate than Real Life.
You could argue, in fact, that it's an essential part of role-play. Without this edge, there is simply no way you can play that super-fast person.
So, yeah. I want to see some kind of activated-turn-based option, or bullet-time or freeze-time, target-lock.
Because I plan to -have- those in-game Reflexes, thanks.