I thought about the cyberpsychosis too and it just struck me that I've already been a victim of cyberpsychosis attacks in some other games.
I remember that every time I'm playing a sandbox/open world game like GTA/Farcry 3 etc there comes a time when I get some better gear, higher stats and whatnot so I feel quite powerful. I'm fully stacked on weapons and ammo and I get bored of the story missions. Or I don't get bored but all of a sudden weird ideas come to my mind and I SNAP. Like I'm walking through this parking lot in GTA and I see 3 guys chatting so I throw a grenade between them while passing by; or take out an uzi and start blasting everyone in sight just to start spreading mayhem in this virtual world BECAUSE I CAN. Then I start running from the police and shoot at them and I just make bets of how long I will manage to survive before they gun me down. There's no particular reason, no mission/quest, just me feeling powerful and unpunished and "almighty" (and also, in the game )
So, I was wondering about how they should implement cyberpsychosis and I thought to myself that maybe...they shouldn't? Maybe it will all differ between players, some of them will just be resistant enough to play as law-abiding characters even despite the augmentations, while others will feel so powerful and blood-hungry with their arm-blades and their grappling hooks and mini-guns and all that power that they will naturally, from time to time, snap and start shooting people around them and doing bad things. And then MAX TAC will come and hunt them down, just like the po-pos do in GTA for example).
I bet this idea is too controversial or crazy to implement and I would like some quests/side-quests dealing wtih cyberpsychosis on a scripted basis. But to me leaving cyberpsychosis episodes to the player's own mind (and not making them tied to any stats or counters etc) would be an interesting(and probably ultimate) approach to something called "roleplaying". I bet there will be players that won't resist to the urge of showing meatbags how powerful they became even if no stat or meter is telling them to do so.
I remember that every time I'm playing a sandbox/open world game like GTA/Farcry 3 etc there comes a time when I get some better gear, higher stats and whatnot so I feel quite powerful. I'm fully stacked on weapons and ammo and I get bored of the story missions. Or I don't get bored but all of a sudden weird ideas come to my mind and I SNAP. Like I'm walking through this parking lot in GTA and I see 3 guys chatting so I throw a grenade between them while passing by; or take out an uzi and start blasting everyone in sight just to start spreading mayhem in this virtual world BECAUSE I CAN. Then I start running from the police and shoot at them and I just make bets of how long I will manage to survive before they gun me down. There's no particular reason, no mission/quest, just me feeling powerful and unpunished and "almighty" (and also, in the game )
So, I was wondering about how they should implement cyberpsychosis and I thought to myself that maybe...they shouldn't? Maybe it will all differ between players, some of them will just be resistant enough to play as law-abiding characters even despite the augmentations, while others will feel so powerful and blood-hungry with their arm-blades and their grappling hooks and mini-guns and all that power that they will naturally, from time to time, snap and start shooting people around them and doing bad things. And then MAX TAC will come and hunt them down, just like the po-pos do in GTA for example).
I bet this idea is too controversial or crazy to implement and I would like some quests/side-quests dealing wtih cyberpsychosis on a scripted basis. But to me leaving cyberpsychosis episodes to the player's own mind (and not making them tied to any stats or counters etc) would be an interesting(and probably ultimate) approach to something called "roleplaying". I bet there will be players that won't resist to the urge of showing meatbags how powerful they became even if no stat or meter is telling them to do so.