NukeTheMoon;n9339401 said:
I take it you would say that The Division would be an good example of enemies being bullet sponges as a method of making RPG stats important in addition to player skill.
I haven't played it. It looks boring.
NukeTheMoon;n9339401 said:
So, if one were to design CP77 to be a traditional RPG system, in a non-turnbased environment, exactly how do you think that function? Maybe a third-person-shooter with massive weapon spread, recoil and inaccuracy at low skills levels. The way Deus Ex did it ( as a FPS ) is the only real system that comes to mind. And it's not actually all that complicated or difficult to implement.
I'd be very open to something akin to the original Deus Ex.
NukeTheMoon;n9339401 said:
Surely you're not advocating for RPG traditionalism without an idea of how to implement it.
If I was making the game, I would want to explore some more unconventional designs than a normal 1st/3rd person shooter with a bit of distortion.
I've had an idea for quite some time for something of an alternative that - the way I imagine it since I don't know a game that has done it - gives huge weight to the character systems and skill build but still requires some action and activity from the player.
Imagine Morrowind combined with the timed attacks of Witcher 1 and target lock from the early 3D GTA games put it in the Cyberpunk setting with modern interface, controls and responsivity.
In practice it would be something like:
- The crosshair is NOT the chracters aim, but simply a targeting tool.
- Take it near the enemy (or object) like you would in normal shooter.
- Press and hold RMB as if bringing up iron sights in a normal shooter,
- but here the reticle sticks to the enemys chest and a coloured bar starts to grow on the side of the reticle with a % number beside it.
- While still holding RMB, move the mouse towards different bodyparts to select them as a target.
- Choose when to shoot. The Green bar indicates the best time, but it resets after a while so be precise.
What happens there is that you select a target for your character and the to-hit-chance you get is a sum of the situational modifiers and the characters skill. You can shoot immediately, but waiting increases your chances (as per in the PnP... waiting the 3.2 second round focusing on a target to gain a better shot). The base accuracy lives per character and situation so late game you might not need to wait for good chances at all aside from longer distances or smaller targets. And all the while you need to move and maneuver the character, find cover, select the right target, retry after a miss, and what ever else is related.
Think of as something of an active realtime VATS. Then offer a tactical pause that might well double as the implied tactical mode that might work something like a phasebased combat system (like the original pause-VATS from Fallout 3 and NV, but with the difference that it'd offer much more options - like movement and NPC commands in addition to shooting - and after the qued commands are executed the game returns to the paused state and prompts you to continue).
Works both first and thirds person. But the pacing of combat might need to be a bit more down to earth (which is not a bad thing).
It might sound very rough, and it is specifically "along-the-lines-of" kind of thing since I've no chance to see if it would work in practice. And I can only try to explain it in text and urge the use of imagination. And curiously enough, CDPR made a chirstmas gif some time back that had
almost the exact crosshar and timebar I had spoken of (not that they took it from me, but it was kind of a fun incident to have it so well demonstrate what I had in mind):