Diversions.

+
I agree with you completely there. The ME 1/2 ones were so horrible I might get caner just thinking about them.

Well for those who have played (rather completed 100% or so) Assassin's Creed 3, I absolutely loved the homestead mission. Can't actually call them 'side missions' but yeah they were short ones with a story and covered all major aspects of life. I was sad they were over lol

I was hoping something like that in CP77. And yeah not to forget decent sensible romance lol
 
!!WARNING!!

Super-long post ahead. Make yourself comfortable.

This is a BRILLIANT idea, stolen from imredtalon in the dream RPG thread, and expounded on by me.

I like the idea of user-generated Jobs / Quests. What I'm picturing is a selection of drop-down menus or checkboxes, to make the Job creation streamlined.

First would be Job Type:

- Fetch (or something that sounds better)
- Delivery
- Escort / Bodyguard
- Recruit (Corporate extraction)
- Assassination
- Infiltrate / Hack / Plant

and so on.


Next menu would be a sector of the city:

- Combat Zone
- Downtown
- Corporate Plaza

etc.


Next menu would be a number of buildings / locations you can use for your job.


Next menu would be to indicate where the target of your job goes. This would be a number of pre-determined spawn points / interaction points for your Job in question. Could be a park bench, or a restaraunt booth, or a cyber-terminal, or a safe, etc. Each building / map would have a number of these interaction points hard-coded into 'em already, so all you had to do was pick where you want the action to take place.


Next menu would be selecting the spawn points of opposition (if any,) number of opposition, type of opposition, and frequency.


Last menu would be a checklist of criteria for successful job completion, and other errata.


Putting it all together, it would look something like this:

Say I want to create an Assassination mission.

I select Assassination, then select the location, which I decide is going to be Downtown.

I then have a list of available locations Downtown. I select a restaraunt off the list.

I now have access to the map / layout of the restaraunt, and a list of locations where I can position my target. From the list, I position my target at a booth, towards the back of the restaraunt. Choosing this option, the target will spawn at the booth seated, having a meal. I'm then presented with a list of NPCs to put there. I choose a well-dressed Corporate type, wearing a suit.

Next, I choose opposition. I've decided that this is a fairly important management type, so I place one bodyguard in the booth with the target. I also choose to place another bodyguard in the bathroom, that will come out at the first sound of gunfire. (Mind you, the bodyguard will spawn upon player arrival, but not auto-hostile if the player hasn't taken any hostile action yet. The bodyguard will run from the bathroom, back out in to the dining area and hostile the player at the first instance of gunfire. I'll place one last bodyguard / driver at the limousine outside, who, again, will enter the restaraunt and engage the player upon first instance of gunfire. I select the AI of the booth bodyguard and the one in the bathroom to be Advanced difficulty. The bodyguard at the limo, I select to be Average.

I opt *not* to choose 20 bodyguards, spawning from the bathroom, one every five seconds.

For mission completion criteria, I select assassination of target, and select retrieval of [object from drop-down menu.] I choose data tablet, which will spawn on the Corporate's person / in their Inventory. Amongst the errata, I choose the date of the mission to start three days after acceptance of the Job, and I choose the time of day to be 6:00 pm.

I opt not to select "no civilian casualties" and "no collateral damage." I also select the payout for the Job, which I decide will be in a small sum of Eurobucks. To keep people from gaming the system, the difficulty of the opposition and the location will determine the maximum amount of payout you can choose for the Job.

If I hadn't selected "retrieve [object]," the player could just use a rifle and put a round through the target's head at long distance, and call it a day. Since I selected "retrieve [object]," after escaping the restaraunt (IF they escape...), the player will be contacted by a Fixer for hand off / blind drop of the object, after the player has shaken any tails.


So. What'cha think?
 
!!WARNING!!

Super-long post ahead. Make yourself comfortable.

This is a BRILLIANT idea, stolen from imredtalon in the dream RPG thread, and expounded on by me.

I like the idea of user-generated Jobs / Quests. What I'm picturing is a selection of drop-down menus or checkboxes, to make the Job creation streamlined.

First would be Job Type:

- Fetch (or something that sounds better)
- Delivery
- Escort / Bodyguard
- Recruit (Corporate extraction)
- Assassination
- Infiltrate / Hack / Plant

and so on.


Next menu would be a sector of the city:

- Combat Zone
- Downtown
- Corporate Plaza

etc.


Next menu would be a number of buildings / locations you can use for your job.


Next menu would be to indicate where the target of your job goes. This would be a number of pre-determined spawn points / interaction points for your Job in question. Could be a park bench, or a restaraunt booth, or a cyber-terminal, or a safe, etc. Each building / map would have a number of these interaction points hard-coded into 'em already, so all you had to do was pick where you want the action to take place.


Next menu would be selecting the spawn points of opposition (if any,) number of opposition, type of opposition, and frequency.


Last menu would be a checklist of criteria for successful job completion, and other errata.


Putting it all together, it would look something like this:

Say I want to create an Assassination mission.

I select Assassination, then select the location, which I decide is going to be Downtown.

I then have a list of available locations Downtown. I select a restaraunt off the list.

I now have access to the map / layout of the restaraunt, and a list of locations where I can position my target. From the list, I position my target at a booth, towards the back of the restaraunt. Choosing this option, the target will spawn at the booth seated, having a meal. I'm then presented with a list of NPCs to put there. I choose a well-dressed Corporate type, wearing a suit.

Next, I choose opposition. I've decided that this is a fairly important management type, so I place one bodyguard in the booth with the target. I also choose to place another bodyguard in the bathroom, that will come out at the first sound of gunfire. (Mind you, the bodyguard will spawn upon player arrival, but not auto-hostile if the player hasn't taken any hostile action yet. The bodyguard will run from the bathroom, back out in to the dining area and hostile the player at the first instance of gunfire. I'll place one last bodyguard / driver at the limousine outside, who, again, will enter the restaraunt and engage the player upon first instance of gunfire. I select the AI of the booth bodyguard and the one in the bathroom to be Advanced difficulty. The bodyguard at the limo, I select to be Average.

I opt *not* to choose 20 bodyguards, spawning from the bathroom, one every five seconds.

For mission completion criteria, I select assassination of target, and select retrieval of [object from drop-down menu.] I choose data tablet, which will spawn on the Corporate's person / in their Inventory. Amongst the errata, I choose the date of the mission to start three days after acceptance of the Job, and I choose the time of day to be 6:00 pm.

I opt not to select "no civilian casualties" and "no collateral damage." I also select the payout for the Job, which I decide will be in a small sum of Eurobucks. To keep people from gaming the system, the difficulty of the opposition and the location will determine the maximum amount of payout you can choose for the Job.

If I hadn't selected "retrieve [object]," the player could just use a rifle and put a round through the target's head at long distance, and call it a day. Since I selected "retrieve [object]," after escaping the restaraunt (IF they escape...), the player will be contacted by a Fixer for hand off / blind drop of the object, after the player has shaken any tails.


So. What'cha think?


I really really like it..... though adding in a Random Generation option would make it perfect...

As long as one of the locations is a skyscraper office building :p For a mega run against ridiculous odds...
 
As long as one of the locations is a skyscraper office building
Of course! I mean, sure; you can do a Corporate extraction from their home in the 'burbs, but to REALLY get the message across to your competitors, best to send a black ops team through their boardroom window, neh?
 
Of course! I mean, sure; you can do a Corporate extraction from their home in the 'burbs, but to REALLY get the message across to your competitors, best to send a black ops team through their boardroom window, neh?

You.... Me..... SAME MOTHERLOVING PAGE MY FRIEND...
 
Probably because EVERYONE ALWAYS TRIES THAT. And those windows aren't windows. You know that. It's a trap.

I like your set-up, Redge. I'd posit that the Opponent set-up is either a fairly elaborate affair requiring a slew of choices, or a simpler one where you choose type of opponent, ( Corp, Mil, Cop, Ganger) and difficilty of encounter, then let the game generate the details and placement.
The reason I recommend letting the game dedide on enemy placement is because it's really easy to screw up the AI and the fight flow with mob placement. Since you're depending on the engine's AI to run the NPCs anyway, why not let it put them in random hotspots and then generate their patrol routines and responses?
 
Probably because EVERYONE ALWAYS TRIES THAT. And those windows aren't windows. You know that. It's a trap.

I like your set-up, Redge. I'd posit that the Opponent set-up is either a fairly elaborate affair requiring a slew of choices, or a simpler one where you choose type of opponent, ( Corp, Mil, Cop, Ganger) and difficilty of encounter, then let the game generate the details and placement.
The reason I recommend letting the game dedide on enemy placement is because it's really easy to screw up the AI and the fight flow with mob placement. Since you're depending on the engine's AI to run the NPCs anyway, why not let it put them in random hotspots and then generate their patrol routines and responses?
That seems reasonable. Would also streamline the user interface, which is a bonus.
 
It's an excellent idea, blank_redge, but I do agree that the game should generate the placement and other specifics of the assignment, both for the reasons offered by Sardukhar and also to maintain the believability of the game world. I suppose what I mean by this, is that too much control over every specific of the assignment allows you to "peek behind the curtain" so to speak, and undermines the idea that Night City is a living world with real people and events, etc.

To put it another way, its the difference between searching the real Night City for clients looking to fulfill a certain need, and creating some kind of training simulation that exists outside the self-generated reality of Night City.

It's the difference between advertising "I'm a trained professional who specializes in covert, minimum collateral hits on high-profile targets -- I work at night" and saying "Computer: generate for me such-and-such specific guy, sitting in this specific restaurant, surrounded by so many armed individuals, etc".

I suppose it is much about presentation. These user specified assignments should be carefully integrated into the framework of the game world and remain plausible, as opposed to being some kind of mini-game".
 
If CDPR introduces this kind of user interface (or something similar) for the community to create in-game Jobs, if they streamline it so that you plug in the details, and the game randomizes variables on the back-end, I'd hope that there's enough variety that two Jobs of the same type, in the same location, are different enough from each other as to not feel repetitive.
 
Perhaps the key variable here is one of semantics: I'd prefer to "request" in-game jobs, rather than "create" them.
 
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