Here's my updated version of Cyberpsychosis system for the game.
My concept for Cyberpsychosis would be pretty simple. Hear it is:
+ Cyberpsychosis is all based on how high & low the current humanity stats that player have. Since the RPG element in the game "lite" compare to TTRPG, in char creation, V will have inherent humanity stat by default. V can increase & decrease humanity stats depend on choices that V made during story/quests & how much cyberwares implanted. the more cyberwares installed, the lower huamnity stats. The more powerful/high tier cyberware installed, the higher the cost for humanity. The more V connected with other characters & made certain choices, the more increase in humanity stats. It's a system that player ned to balance things out.
+ Cyberpsychosis happened in 3 stages, in concept:
Stage 1: getting illogical & somewhat losing empathy. Still able to recover without any therapy.
Stage 2: The lose of basic human needs & more towards compulsive violence acts. This need a treatment/therapy.
Stage 3: Full on Cyberpsychosis, possibly a new endings (aka bad endings for the game). Can't recover, GAME OVER. END CREDITS.
Here's how I would implemented it in the basic rudimentary of gameplay for CP2077:
+ With the humanity stats, now V will have a "cyberpsychosis gauge/bar" that very much akin to toxicity gauge in W3. Only this time, at certain level of low humanity stats, cyberpsychosis bar will activate. Upon activation, it acts like a lingering effects that either give buffs & debuffs to certain skills stats & cyberwares. For example, the lower humanity stats is, the higher is buff numbers of certain cyberwares.
+ Cyberpsychosis gauge & heavy augmentation can only be available after having Johnny Silverhand in V's head (after prologue).
+ Cyberpsychosis will keep increasing overtime (at max 3 hour IRL time limit until stage 3) when V still activated/installed way too many cyberwares or very low humanity stats.
+ Stage 1 gauge would be at 10 - 30% (can recover at 10% again via the consumption of immuneblocker).
+ Stage 2 gauge would be at 30% - 90% (can only be recover via visiting special clinic for cyberpsychosis, back at 30% level gauge).
+ Stage 3 gauge would be 90% or so (can't recover, game over, some end scenes & an endings for the game story).
Here are the details for stages implemented gameplay:
+ Stage 1: Making some dialogs & dialogs choices "unavailable" (being X), especially for choices that directly go into empathetic things. V will also sometimes mumbles or hearing voices (machinery & haunting voices) throughout your gameplay. Johnny Silverhand will sometime warn V to recover.
+ Stage 2: V "refuse" (by refuse, it mean unavailable) to sleep, refuse eating, refuse using heal items or boosters, refuse to have "romance/sex," refuse any kind of side activities, except killing or any kind of violent behaviors. BUT, V will get some bonus passive skills that basically improves the stats of V's installed cyberwares. V must visit a cyberpsychosis clinic for some therapy sessions & can only recover back at 30& cyberpsychosis gauge. At level 70% gauge, Johnny Silverhand IS UNAVAILABLE.
+ Stage 3: V will go full on Cyberpsychosis. V can't recover from this. There will be a time skip from memory loss as V suddenly in specific locations, being hunted by MAX-TAC. Surviving within the time limit will get a different ending than being killed within time limit instead. So pretty much get a 2 different bad endings of V's death.
My concept for Cyberpsychosis would be pretty simple. Hear it is:
+ Cyberpsychosis is all based on how high & low the current humanity stats that player have. Since the RPG element in the game "lite" compare to TTRPG, in char creation, V will have inherent humanity stat by default. V can increase & decrease humanity stats depend on choices that V made during story/quests & how much cyberwares implanted. the more cyberwares installed, the lower huamnity stats. The more powerful/high tier cyberware installed, the higher the cost for humanity. The more V connected with other characters & made certain choices, the more increase in humanity stats. It's a system that player ned to balance things out.
+ Cyberpsychosis happened in 3 stages, in concept:
Stage 1: getting illogical & somewhat losing empathy. Still able to recover without any therapy.
Stage 2: The lose of basic human needs & more towards compulsive violence acts. This need a treatment/therapy.
Stage 3: Full on Cyberpsychosis, possibly a new endings (aka bad endings for the game). Can't recover, GAME OVER. END CREDITS.
Here's how I would implemented it in the basic rudimentary of gameplay for CP2077:
+ With the humanity stats, now V will have a "cyberpsychosis gauge/bar" that very much akin to toxicity gauge in W3. Only this time, at certain level of low humanity stats, cyberpsychosis bar will activate. Upon activation, it acts like a lingering effects that either give buffs & debuffs to certain skills stats & cyberwares. For example, the lower humanity stats is, the higher is buff numbers of certain cyberwares.
+ Cyberpsychosis gauge & heavy augmentation can only be available after having Johnny Silverhand in V's head (after prologue).
+ Cyberpsychosis will keep increasing overtime (at max 3 hour IRL time limit until stage 3) when V still activated/installed way too many cyberwares or very low humanity stats.
+ Stage 1 gauge would be at 10 - 30% (can recover at 10% again via the consumption of immuneblocker).
+ Stage 2 gauge would be at 30% - 90% (can only be recover via visiting special clinic for cyberpsychosis, back at 30% level gauge).
+ Stage 3 gauge would be 90% or so (can't recover, game over, some end scenes & an endings for the game story).
Here are the details for stages implemented gameplay:
+ Stage 1: Making some dialogs & dialogs choices "unavailable" (being X), especially for choices that directly go into empathetic things. V will also sometimes mumbles or hearing voices (machinery & haunting voices) throughout your gameplay. Johnny Silverhand will sometime warn V to recover.
+ Stage 2: V "refuse" (by refuse, it mean unavailable) to sleep, refuse eating, refuse using heal items or boosters, refuse to have "romance/sex," refuse any kind of side activities, except killing or any kind of violent behaviors. BUT, V will get some bonus passive skills that basically improves the stats of V's installed cyberwares. V must visit a cyberpsychosis clinic for some therapy sessions & can only recover back at 30& cyberpsychosis gauge. At level 70% gauge, Johnny Silverhand IS UNAVAILABLE.
+ Stage 3: V will go full on Cyberpsychosis. V can't recover from this. There will be a time skip from memory loss as V suddenly in specific locations, being hunted by MAX-TAC. Surviving within the time limit will get a different ending than being killed within time limit instead. So pretty much get a 2 different bad endings of V's death.
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