Cyberpunk 2 mechanics - wishlist

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Here are some for starters (more definitely to vome):

- Optional first person turnbased mode. Actual tb that covers the lack of fastpaced FPS shooting with tb-relevant tactical actions, not some Bethesda bullettime VATS shit.

- Much higher level of skill-based interactivity with the world, objects and NPCs that lets the player try things out in and out of combat to influence the

- More non-combat skills (social, utility, exploration, stealth) with clever uses and combinations in problem solving - problems, not all of which deal with combat and or killing, or the avoidance thereof. There are problems in the world that require ingenuity that isn’t in some way related to violence.

- Skills and stats more impactful. Threshold checks only where it is logical, otherwise %-checks that allow different success and failure states (failure doesn’t always need to mean ”quest/task failed”, it could also mean opening a different door somewhere else, or surprising ways of character progression.

- Bring the choice roles and their relevant skillpackages. And give them proper weight, even if not totally game hanging.

- No predetermined character. Make storytelling open and let the player carve out their own path through it. The story can still be ”epic” and personal, even if it is nit as railroaded.

- No mandatory bossfights, and where bosses occur, give multiple ways to approach/avoid them.

- Adjust the combat and skills such that the enemies do NOT need to be bullet sponges, or the weapons and armor some sort of Diablo charicatures. A Magnum .44 is just as deadly with inept hands as it is in the hands of a pro IF the round connects.

- More over, looting and getting better gear should feel rewarding and a prize for going through some trouble. Take a page from Gothic games and Risen 1. Doesn’t need to ve as restrictive, but availability, prices and soft sill&stat requirements can be made to adjust the feel.

- Drop the mandatory tutorial level and other overt handholding (too precise quest markers) and let the player find things out themselves (think of a futuristic Morrowind).

- If the player needs guidance put a manual in the Main Menu, and apply Library Search and Streetwise skills for the player to seek lore and tips from the streets.

- Don’t focus on graphics. They were already giod enough in 2077. Or at least let the player opt to install just the old fashioned 1080p game instead of 200GB of 4K graphics. Modular installation would be very welcome in these days where games unnecessarily grow to ridiculous sizes for little benefit.

- At least an option for non-voiced dialog. And proper dialog lines to choose from. And drop the coloured ”quest-dialog”.

- More over… Traditional dialog. Not that jarring trite where a line starts a full uninteractable conversation before the next line.

- Dialog can be a much more dynamic event thant choosing a line and watching an NPC tell the story of their life. The player could interrupt (with consequences), try an action (pickpocket, violence, concentration to figure out a deception on the fly, tou name it).

- More nuanced minigames where the characters skill matters on multiple levels - and an autoattempt choice baded fully on %-check. Not just some repetitive busywork.
But there are more ways to hack than one, there are more kinds of locks than one, etc.
 
A few comments:
  • Turn based: I love turn based games, but that's not what CDPR has made its name doing. I'd prefer they focus on improving the dynamic fight mechanics.
  • No Bullet Sponges: Agreed. Not for NPCs or for the player.
  • No predetermined character: I'd like that, but again, that's not what CDPR has traditionally done. They're about telling stories.
  • Better Mini-games: Yes please.
  • More social interaction / interaction with environment: Yes please.
And I'll add one of my own:
  • No clown stuck in my head; and no periodically yanking me away from the character I've been investing my mental and emotional effort into building, and into a different one.
 
Especially when it's now more his/its brain than mine.
I'm pretty sure CDPR will make a story about V, completing a heist which will go completely wrong, with a death clock ticking, and above all with a "famous" character in his/her head, an annoying character, obviously... How amazing it would be! :ROFLMAO:

I'm joking, I'm trusting them enough to be sure they will create a story which have absolutely nothing to do with CP2077, even the main character.
 
Put in Photo Mode.
It would be nice to see it return, especially with a new range of characters to pose with whoever our protagonist is.

I'll be back with more ideas.
 
Really want these things in cyberpunk 2:

moddable cyberware. A example would be a leg cyberware is standard, but changing out the tendons for an improved version of tendons, would maybe give you a faster sprint at the cost of a slight cooldown. Maybe changing out the bones of your foot for a lower double jump, but instead of most of your jump lifting you upwards; Instead you are propelled forwards(kinda like a massive hop). We would call these aftermarket/black market addons. They give benefits and demerits

moddable weapons. The barrel, scope, and whatever mod you throw on Is nice, but what about slapping on a modded clip that changes the ammo damage type? Or maybe adding a different electric chamber to a revolver that causes the bullets to arc to additional enemies after hitting the first enemy?

Something I really liked that only happened once in cyberpunk 1, was in very hard mode, an enemy net runner used system shutdown on me causing instant game over. Why is only V able to get these super powerful daemons? Make the powerful daemons like: system shutdown, suicide, and others like this line of sight. If an enemy net runner has targeted you with suicide hack, running behind cover would cancel the upload; However if a camera or a different enemy still has line of sight, when you duck behind cover, the upload would continue.
 
Way more use of "shields" and please allow at least both blocking and parry (with different kind of results) if not more. Most DEV do not seem to realize there are as many ways to use a shield as there are to attack with a sword. And by "shield" I do also mean using your weapon to counter an attack with more than just holding it in the way of an incoming attack.
 
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Here are some for starters (more definitely to vome):

- Optional first person turnbased mode. Actual tb that covers the lack of fastpaced FPS shooting with tb-relevant tactical actions, not some Bethesda bullettime VATS shit.

- Much higher level of skill-based interactivity with the world, objects and NPCs that lets the player try things out in and out of combat to influence the

- More non-combat skills (social, utility, exploration, stealth) with clever uses and combinations in problem solving - problems, not all of which deal with combat and or killing, or the avoidance thereof. There are problems in the world that require ingenuity that isn’t in some way related to violence.

- Skills and stats more impactful. Threshold checks only where it is logical, otherwise %-checks that allow different success and failure states (failure doesn’t always need to mean ”quest/task failed”, it could also mean opening a different door somewhere else, or surprising ways of character progression.

- Bring the choice roles and their relevant skillpackages. And give them proper weight, even if not totally game hanging.

- No predetermined character. Make storytelling open and let the player carve out their own path through it. The story can still be ”epic” and personal, even if it is nit as railroaded.

- No mandatory bossfights, and where bosses occur, give multiple ways to approach/avoid them.

- Adjust the combat and skills such that the enemies do NOT need to be bullet sponges, or the weapons and armor some sort of Diablo charicatures. A Magnum .44 is just as deadly with inept hands as it is in the hands of a pro IF the round connects.

- More over, looting and getting better gear should feel rewarding and a prize for going through some trouble. Take a page from Gothic games and Risen 1. Doesn’t need to ve as restrictive, but availability, prices and soft sill&stat requirements can be made to adjust the feel.

- Drop the mandatory tutorial level and other overt handholding (too precise quest markers) and let the player find things out themselves (think of a futuristic Morrowind).

- If the player needs guidance put a manual in the Main Menu, and apply Library Search and Streetwise skills for the player to seek lore and tips from the streets.

- Don’t focus on graphics. They were already giod enough in 2077. Or at least let the player opt to install just the old fashioned 1080p game instead of 200GB of 4K graphics. Modular installation would be very welcome in these days where games unnecessarily grow to ridiculous sizes for little benefit.

- At least an option for non-voiced dialog. And proper dialog lines to choose from. And drop the coloured ”quest-dialog”.

- More over… Traditional dialog. Not that jarring trite where a line starts a full uninteractable conversation before the next line.

- Dialog can be a much more dynamic event thant choosing a line and watching an NPC tell the story of their life. The player could interrupt (with consequences), try an action (pickpocket, violence, concentration to figure out a deception on the fly, tou name it).

- More nuanced minigames where the characters skill matters on multiple levels - and an autoattempt choice baded fully on %-check. Not just some repetitive busywork.
But there are more ways to hack than one, there are more kinds of locks than one, etc.

- No mandatory bossfights, and where bosses occur, give multiple ways to approach/avoid them.

err what? Why? What's the point in the game if they did that?
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Really want these things in cyberpunk 2:

moddable cyberware. A example would be a leg cyberware is standard, but changing out the tendons for an improved version of tendons, would maybe give you a faster sprint at the cost of a slight cooldown. Maybe changing out the bones of your foot for a lower double jump, but instead of most of your jump lifting you upwards; Instead you are propelled forwards(kinda like a massive hop). We would call these aftermarket/black market addons. They give benefits and demerits

moddable weapons. The barrel, scope, and whatever mod you throw on Is nice, but what about slapping on a modded clip that changes the ammo damage type? Or maybe adding a different electric chamber to a revolver that causes the bullets to arc to additional enemies after hitting the first enemy?

Something I really liked that only happened once in cyberpunk 1, was in very hard mode, an enemy net runner used system shutdown on me causing instant game over. Why is only V able to get these super powerful daemons? Make the powerful daemons like: system shutdown, suicide, and others like this line of sight. If an enemy net runner has targeted you with suicide hack, running behind cover would cancel the upload; However if a camera or a different enemy still has line of sight, when you duck behind cover, the upload would continue.

This. Would love a more detailed modding of yourself but vanilla, not a modded game I mean....
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I have nothing against Johnny, he had a point on the pesky Corpos.

That being said, I want a completely different story. All Cyberpunk games should feel fresh.
JS wont make another appearance other than cameo. It would make zero sense game wise to hhave him the main guy again. Kearnu Reeves could play someone else...maybe even the baddy
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My main wish is if they have different origins again then have them unique and start completely different with its own questlines up until to some point and after that again....Although I loved Jackie, I would have preferred another character for me to journey with rather than the recycle for each origin other than a different meeting point with Jackie...

And also have the player be able to do different things than the other origins, so instead of just theft from the mini games, it could be sabotage on a certain corpo, and you get rewarded from other corpo factions involved

Since we have AI now, there isn't any reason not to make the world a lot bigger with more unique things to do other than main quest>side mission. Faction based missions with unique places and their own little story. Perhaps IF we're running our own gang, allow us to recruit & have them present and make it possible for the mission to fail and have consequences, allow them to die during the mission.

And finally more goddamn Mechs to destroy. That mechanical spider/scorpion was awesome! I loved the chase aspect of it and having different ways of killing it. Difficulty levels too, for those who really love a challenge!


So TL/DR

Unique origins with own story/missions/characters
Unique origin based mini game - Corpo having different methods of hacking etc
Larger world with more to do other than main mission/side mission
More unique boss fights with stories of their own (again outside of main mission/side mission with difficulty settings


I dont ask for much ^-^
 
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err what? Why? What's the point in the game if they did that?
Because it will be an RPG not a "soul-like" and it's always nice to have more options instead of a mandatory boss fight ;)
Exactly like :
You can avoid fighting Royce in his mechsuit during "the pickup" by killing him right away at the end of the convo
 
- No mandatory bossfights, and where bosses occur, give multiple ways to approach/avoid them.

err what? Why? What's the point in the game if they did that?

Because it encourages and rewards different characterbuilds and approaches to the game and thus makes the whole gameplayexperience more interesting and nuanced.

I like figuring things, but there is nothing to ”figure out” when you face, and are locked with, a ridiculously HP-spongy boss and happen to be comparably underdeveloped in combatskills (and/or gear). It’s not even about that ”combat is supposed to be harder, you should’ve made a different character”, but that it is *only* frustrating to dink 0.1mm off the HP-bar per round while furiously running and hopping and sliding and rolling all over the place to not get hit yourself. Being that it is supposedly meant to be an RPG (granted we don’t yet know to what level).
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A few comments:
  • Turn based: I love turn based games, but that's not what CDPR has made its name doing. I'd prefer they focus on improving the dynamic fight mechanics.
  • No Bullet Sponges: Agreed. Not for NPCs or for the player.
  • No predetermined character: I'd like that, but again, that's not what CDPR has traditionally done. They're about telling stories.
  • Better Mini-games: Yes please.
  • More social interaction / interaction with environment: Yes please.
And I'll add one of my own:
  • No clown stuck in my head; and no periodically yanking me away from the character I've been investing my mental and emotional effort into building, and into a different one.

I’d hate to see CDPR corner themselves creatively like Bethesda and Rockstar, who can not make but one type of game. That’s why I try to push for a bit more unconventional.
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Because it will be an RPG not a "soul-like" and it's always nice to have more options instead of a mandatory boss fight ;)
Exactly like :
You can avoid fighting Royce in his mechsuit during "the pickup" by killing him right away at the end of the convo
You can also leave him roaming in the warehouse alone by leaving the building, never to see him again.
 
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I realized I should give some examples of the shield techniques that you almost never see in games. I am not saying use all of them but please do more with shields (and weapons used as a shield ) than just a static block for pete sake. Most of these I have implemented in Oblivion and Skyrim as mods so they are possible to do:

Shield Mechanics

Design Goal:
Transform the shield from a purely defensive, static tool into a dynamic combat instrument capable of offense, control, deception, and interaction. This system encourages active defense, tactical choices, and physical feedback in melee combat.

Core Concept:
Shields are no longer just for blocking; they become tools of manipulation. The player uses timing, angle, and motion to alter the outcome of attacks, counters, and positioning. Each shield type can have tailored versions of these abilities based on size, weight, and material.

---

1. Defensive Manipulation
Purpose: To make blocking skill-based and interactive rather than binary.

Deflection:
Angle the shield at the moment of impact to glance attacks aside. Reduces stamina drain and builds a counter window.

Weapon Catch / Bind:
Trap an opponent’s weapon momentarily with the rim of the shield. Temporarily delays their next attack.

Pressure Resistance:
Push the shield into the enemy weapon hilt to shorten enemy combos.

Guard Push:
After blocking, shove forward to interrupt combo chains.

Stun Impact:
Ram the shield into the enemy back edge (of their own shield) to leverage open the enemy shield defense for follow-up attack.



---

2. Offensive Applications
Purpose: Give the player aggressive options using the shield itself.

Shield Bash:
Strike with the front face to cause stagger or interrupt.

Edge Strike:
Use the rim edge to target wrists or weapon hilts. Reduces accuracy on an incoming attack and can cause disarm.


---

3. Tactical and Positional Utility
Purpose: Encourage spatial control and misdirection.

Vision Block:
Use the shield to obscure most or part of your weapon movement, making attacks harder to read. This is one of my favorite tricks in RL combat.
I would tilt the Corner of my shield to pass in front of my weapon and launch the attack as it was visually obscured. The the weapon was halfway into the attack before the enemy realized it (as the corner moved away from the line of attack).

Space Control:
Extend the shield outward to keep short weapon enemies at bay. Then "dodge" around your shield rather than block.

Shield Feint:
Fake a block or bash to distract from a weapon attack.

---

4. Counter and Grapple Integration
Purpose: Blend shields with close-quarters and grappling mechanics.

Shield Hook:
Use the rim or edge to pull weapons or limbs aside.

Grab Assist:
Use the shield hand to grab at enemies limbs or their shield to open their defense or interfere with critical attacks (accuracy).


Implementation Notes:

* Physics-based combat: angle and timing affect results dynamically.
* AI reacts differently depending on shield stance and proximity.
* Most animations can reuse existing block motions with additive layers.
* Sound design should include impact, scrape, shove, and bash variations.
 
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