Remember some of the musical devices I linked in the soundtrack thread? DJs are a legitimate Rockerboy style too. No instruments needed, just samples.I would think the guitars of the Dark Future wouldn't use strings anymore. Some kind of chromed-up virtual strings maybe.
"Rockerboy: No Strings Attached": the title of the expose of Kerry Eurodyne.
Can they have something like a Dubstep gun too?Remember some of the musical devices I linked in the soundtrack thread? DJs are a legitimate Rockerboy style too. No instruments needed, just samples.
Good real life examples:
Deadmau5
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Daft Punk
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Both are already quite Cyberpunkish as well.
Musiccal guns, not to my taste i'm afraid. But instruments made into weapons works for me:Can they have something like a Dubstep gun too?You know like in Saints Row 4.. (This is kind of a joke of course, but as much as i hated SR4, that gun was cool) Or at least a gun that plays music when you shoot..
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If CDPR do it right, there will be no limits on what gear is available to any of the roles/classes. I have never understood the idea that you can only use a specific type of gear with a specific career path. It's just never made sense to me.I will probably try out all the classes and then choose the one with the best-looking weapons as my main class.![]()
Not my taste either, i don't think i would ever pick it up if it were in the game, (as i stated it was meant as a joke) but i imagine it would work for a rockerboy.. Or at least a weapon shaped like an instrument..Musiccal guns, not to my taste i'm afraid. But instruments made into weapons works for me:
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If CDPR do it right, there will be no limits on what gear is available to any of the roles/classes. I have never understood the idea that you can only use a specific type of gear with a specific career path. It's just never made sense to me.
I think (actually hope) the developers are going for this design choice to add to replay value. But change those 1 or 2% to into 30 to 40% difference in character development and another 40 to 50% difference in story development. This way classes would play considerably different. I, for my part, wouldn't mind that restrictiveness at all, as long as it's making sense, not to have access to things. But that's just a matter of how you create the world and tell the stories.In a single-player game you're often forced to skip/ignore some game content because you're not "X" class. So to experience the entire game you have to replay it multiple times, once as each character class, to get the 1 or 2% of the game content you missed the first time.
Smarter?Also, Suhiir, what's life like at 62? Are you any smarter than at 40? Because BY GOD I keep waiting to be as clever and tough as my father or his father and it still hasn't bloody happened yet.
From a purely practical (development time = money) perspective it's rather unlikely any game developer would have more then a minor fraction of the games content unique to any specific "character class" or "character decision".I think (actually hope) the developers are going for this design choice to add to replay value. But change those 1 or 2% to into 30 to 40% difference in character development and another 40 to 50% difference in story development. This way classes would play considerably different. I, for my part, wouldn't mind that restrictiveness at all, as long as it's making sense, not to have access to things. But that's just a matter of how you create the world and tell the stories.
Yes, because I would probably play them for 500% longer.From a purely practical (development time = money) perspective it's rather unlikely any game developer would have more then a minor fraction of the games content unique to any specific "character class" or "character decision".
Of course all the players would LOVE to see more then 5-10% of a games content unique, but do you really want to see games take 30% longer to create and cost 30%+ more to buy?
Same here. Lately I really tend to restrict myself to just buying games that keep me satisfied and interested for 100+ hours. If I had a game that would telldo you really want to see games take 30% longer to create and cost 30%+ more to buy?
I believe the paper pushers are the ones who are more concerned with climbing the corporate ladder, not so much the blue collar workers.Can anyone tell me how it is that in Night City someone gets to climb the ladders of a corporation?
Does your character grow up in a wealthier family, go to school like a nice kid and follows dads/moms footsteps?
Or can you work yourself up starting as a cybernetically enhanced worker if you're smart enough?
haha - ok, thanks!4. Repeat steps 2 through 4 indefinitely.
Right now, your life as a junior executive is anything but easy. There are guys underneath you who'd kill for a shot at your job. There are guys over you who'd kill to keep you out of their jobs. And they're not kidding about the killing - every up and comer in the Corporation has his own crew of Solos and Netrunners to cover his pet projects.
Sabotage? Constantly.
Bribery? Routine.
Blackmail? Common.
Promotion by assassination? Always a possibilty.
The stakes are that high - one slip and you could be out on the Street with the rest of the trash.
Or dead.
thanks - I was trying to imagine how a npc having nothing could have reached the prospect of a place at the top levels of the food chain. deadbolt_don starting his image from the gutter to desk-job-perspective actually pretty much nailed it.Deadbolt has made a reasonable image of the corporate ladder game.
If that didn't do it for you, have an excerpt from the 2020 core rulebook: