Implants use to be tied to Quests

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Here we can see that you need implants to progress quests and also the higher models help with navigating the level by exposing weaknesses in walls and vehicles. Maybe even enemies? There is also a humanity cost tied to them. Go too much implant and you can join the Maelstrom?
 
Lol I completely forgot the humanity cost thing.

Honestly the more you look the more you find things that were either simplified or cut entirely.
 
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Here we can see that you need implants to progress quests and also the higher models help with navigating the level by exposing weaknesses in walls and vehicles. Maybe even enemies? There is also a humanity cost tied to them. Go too much implant and you can join the Maelstrom?
Humanity is a mechanic from the tabletop version. I am not sure how it worked exactly in cyberpunk 2002 but in cyberpunk red, here is how it works in that version. The short version of it is that the more cyberware you added, the more it decreases humanity. Once you get to 0 you get cyberpyschosis.

Humanity is a measure of how well you interact with the world and other people in it. People with very low
Humanity STATs have a lot of problems in human interactions. They may become sociopathic, withdrawn,
disassociated, or even homicidal. If your Character's HUM drops below zero, that represents the death of your
Character's emotional life; they slide into a state called cyberpsychosis, in which aberrant traits like homicidal
mania, or mental disassociation can occur. While the addition of large amounts of cyberware (more on this later.
See pg. 230) most often triggers this state, other traumatic situations can also push the Character over the edge.

For every point of Empathy the Character has, they gain 10 points of Humanity (HUM). For example, a
Character who starts with 5 EMP would have 50 Humanity.

As your Character undergoes Humanity Loss (mainly, but not always) through installing cybernetics, they
lose points of Humanity. When you lose Humanity points you will sometimes have to lower your EMP Statistic.
This happens every time the tens place of your Humanity value is lowered. For instance, a Character with 44
Humanity has an EMP of 4 until their Humanity is lowered to 39, at which point their EMP lowers to 3. For raising
Humanity with therapy go to pg. 229.
 
Humanity is a mechanic from the tabletop version. I am not sure how it worked exactly in cyberpunk 2002 but in cyberpunk red, here is how it works in that version. The short version of it is that the more cyberware you added, the more it decreases humanity. Once you get to 0 you get cyberpyschosis.

That sounds like a cool mechanic. Sad they scrapped it. VTM Bloodlines had a similar mechanic, where evil actions and murder of the innocents lowered your humanity, resulting in higher chances of losing control ("Frenzy") when you're hungry for blood or injured. It was a bit inconsequential in that game unfortuantely, but it did still stir you toward not being a violent psychopath (unless that's what you wanted to be, as it also had some classes that benefited from frenzy)
 
That sounds like a cool mechanic. Sad they scrapped it. VTM Bloodlines had a similar mechanic, where evil actions and murder of the innocents lowered your humanity, resulting in higher chances of losing control ("Frenzy") when you're hungry for blood or injured. It was a bit inconsequential in that game unfortuantely, but it did still stir you toward not being a violent psychopath (unless that's what you wanted to be, as it also had some classes that benefited from frenzy)
it had that effect as well as being a balance effect for the game. Ie, trying to go full borg ala Adam Smasher is possible but rather difficult. Though not every cybernetic cost humanity, ie medical stuff and fashion stuff tended not to do so.

You could also loose humanity from seeing really horrific stuff, ie the example used was seeing scavs eat a baby would make you lose some humanity.

Its a fun mechanic, and I think the idea of a cyberpyschosis V as an alternative game-over would have been neat.
 
it had that effect as well as being a balance effect for the game. Ie, trying to go full borg ala Adam Smasher is possible but rather difficult. Though not every cybernetic cost humanity, ie medical stuff and fashion stuff tended not to do so.

It would be interesting to have the game be balanced around it. For example: no / few implants = you can't be so easily hacked and you take less shock damage, but more fire and bullet / blade damage

whereas the more you mod, the more you become 'like a machine'; bullets and blades dull on you, fire can't really burn you, but shock fries your electronics, and if they get hacked it'll be a real problem.

It'll probably be pretty cheesy with most players opting for the 50/50, but it would still be cool to have such options.
 
It would be interesting to have the game be balanced around it. For example: no / few implants = you can't be so easily hacked and you take less shock damage, but more fire and bullet / blade damage

whereas the more you mod, the more you become 'like a machine'; bullets and blades dull on you, fire can't really burn you, but shock fries your electronics, and if they get hacked it'll be a real problem.

It'll probably be pretty cheesy with most players opting for the 50/50, but it would still be cool to have such options.
Yea, there likely would be a min-max strategy but what I like is just the roleplaying aspect. It would also make certain builds more interesting which adds for more fun.
 
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