Making Money in Night City

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Making Money in Night City

How do you think you should be able to make money in Cyberpunk: 2077? Personally, I'd love to see a Trauma Center-like mini-game where you install cybernetic implants into people as an option if your character has the necessary skills.
 
It should be possible for the Medtech role (granted there are role), anyway you'll have plenty of jobs (and probably lots of shitty one) to do in Night City for money.
 
I would hope for some sort of in game economy/stock market to support the corporate role, along with actual jobs like EMT as a medtech, police stuff as cop, hitman or bounty hunter stuff for solo, engineering stuff for techie, etc. Each of the roles has at least one "job" that fits in well with it and I would hope all (or as many as possible) would be represented.
 
Along with available work specific for your character's Role, I'm hoping for under-the-table "side work" that people can pick up, separate from whatever the main storyline is. Something similar to the side-job mechanic in the GTA series, or side-quests in other series.

I'm also hoping for a mix of side-work, that your character may or may not be entirely qualified to handle.

Your Rocker picks up a side-gig, working a birthday party for the teenaged son of a high-profile Corporate. Your job hinges on the son having a good night.

During the party, an attempted extraction goes wrong, and the son gets shot in the process.

Did you spend any of your Pickup Skill points on First Aid? By chance, do you *actually* have a Trauma Team account?
 
Sure I'd like many different ways to earn money, but I also want to feel the need to earn it beyond buying vanity stuff like a house.

What often bothers me in Open World RPGs is that money simply has no value to start off with, making jobs even more pointless. So I'd like a reason to spend money at first. I will take Skyrim as an example.
The game has a leveled list of enemies making sure that you can take on the world in any order you like and the enemies will always provide a moderate challenge (depending on chosen difficulty). Add all the loot to that and there you have it. You don't have to spend a single coin to progress in the game or even complete it.
I can go as far as saying that you could stand still in Skyrim forever and nothing would happen. That's why I installed a mod making eating and sleeping a requirement. If I want to keep playing now I have to get a job for money so I can eat, or hunt for food myself. Suddenly money became quite useful and I found myself spending a lot of money and in the end slowing my progress but making it more deep and interesting.

But on actual topic I would like a fair share of legit and even "boring" jobs for the sake of them as well as risky illegal jobs with more excitement and bigger salary and I hope there's an actual risk for your character if you take on those jobs.
 
there are many ways to get money......

 
Making money a necessity would make the game more challenging, however I think stealing should sometimes be an option. Making stealing hard and nigh impossible sometimes would be good. Mugging could also get you money for food, water, etc. Medical treatment can't really be stolen either.
 
Making money a necessity would make the game more challenging, however I think stealing should sometimes be an option. Making stealing hard and nigh impossible sometimes would be good. Mugging could also get you money for food, water, etc. Medical treatment can't really be stolen either.

Yes of course. And making an advanced wanted-system would make consequences of the illegal activities more interesting. It would require planning instead of spontaneous muggings.
You might not be able to steal medical treatment, but medical equipment requiring a skill stat for you to use properly. And illegal clinics that don't ask questions if you come in with bullets in you.

+ no health regeneration without medical equipment

All of this would give more value to money.
 
Yes of course. And making an advanced wanted-system would make consequences of the illegal activities more interesting. It would require planning instead of spontaneous muggings.
You might not be able to steal medical treatment, but medical equipment requiring a skill stat for you to use properly. And illegal clinics that don't ask questions if you come in with bullets in you.

+ no health regeneration without medical equipment

All of this would give more value to money.

+1 for no regeneration on health without the equipment. Id like to see it to actually be hard to survive, not consume mana buns and /sit. Im with you on that.

Also agree what you said above about money, it needs to be a necessity and grittily hard to survive to put soul into the game and timeline of your hero or heroes if applicable.
 
+1 for no regeneration on health without the equipment. Id like to see it to actually be hard to survive, not consume mana buns and /sit. Im with you on that.

Also agree what you said above about money, it needs to be a necessity and grittily hard to survive to put soul into the game and timeline of your hero or heroes if applicable.

There are no mana of any sort in Cyberpunk lol, it's like in real life.
You can heal from light wounds (just like falling on the ground, getting punched, etc...)
But once you bite a bullet (even from a "light handgun"), you can fall in a coma, bleed yourself out and die unless someone helps you or you go to a doctor/hospital.
If it follows the 2020's pnp rules it'll be very hardcore.

I'd love them to works the Trauma Team for serious injuries and combat drugs for the "casual ones (stop a light bleeding or something)", making it more realistic and more "watch your steps", you're not granted to do any mistakes.
 
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There are no mana of any sort in Cyberpunk lol, it's like in real life.
You can heal from light wounds (just like falling on the ground, getting punched, etc...)
But once you bite a bullet (even from a "light handgun"), you can fall in a coma, bleed yourself out and die unless someone helps you or you go to a doctor/hospital.
If it follows the 2020's pnp rules it'll be very hardcore.

I'd love them to works the Trauma Team for serious injuries and combat drugs for the "casual ones (stop a light bleeding or something)", making it more realistic and more "watch your steps", you're not granted to do any mistakes.

thats the way it should be in CP2077,make it hard, players should think carefully about doing a gun fight, this would let the player feel much more how dangrous the city is
 
These days the combat in most games is watered down to make it not to difficult, and allow for nearly non-stop action. Because who'd buy a game where if you die it's "Game Over man!"
Wait ... RPGers do ... but then we're not much of a target audience anymore.

Wounded? Hide for 3 seconds and you'll regen to full health.
Killed? You'll respawn in a few seconds.
 
There are no mana of any sort in Cyberpunk lol, it's like in real life.
You can heal from light wounds (just like falling on the ground, getting punched, etc...)
But once you bite a bullet (even from a "light handgun"), you can fall in a coma, bleed yourself out and die unless someone helps you or you go to a doctor/hospital.
If it follows the 2020's pnp rules it'll be very hardcore.

I'd love them to works the Trauma Team for serious injuries and combat drugs for the "casual ones (stop a light bleeding or something)", making it more realistic and more "watch your steps", you're not granted to do any mistakes.

I know theres no mana, it was a prime example on WoW! - I realise what the game is ;p i aint no noob ahaha. Making it more realistic is the way to go, because you'll develop your own play style and strategy.
 
I know theres no mana, it was a prime example on WoW! - I realise what the game is ;p i aint no noob ahaha. Making it more realistic is the way to go, because you'll develop your own play style and strategy.

Haha, never said you were a noob or whatever, it wasn't an attack of any sort ^^
Just to make a point that Cyberpunk's health system is hardcore and realistic, you have NO WAY to gain health by yourself, either you wait or go to a hospital.
My players often had to cancel a mission because they screwed somewhere and were injuried, too much risky otherwise.
 
Don't forget body banking!!

It's pure speculation, we have no idea where the game is headed yet. But it could be that you start off backed by some corp entity, and are on a retainer. So you'd have some cash sure, but maybe the 'basics' (some basic weapons, ammo, armour, medical treatment and maybe even housing) could be part of the deal and your actual expenditure is minimal. But then there would be the typical Cyberpunk twist, and you're either on the run from them, or even going against your employer. Then the game would run so you're evading your old employer, doing side jobs to gain some cash & equipment, all the while you're trying to gain info to clear your name.

You could end up dealing drugs/illegal cyber/weapons, B&E, selling info, pimping, making a killing and going to do your body banking, body guarding, bounty hunting, 'courier runs', escorting convoys...who knows!!


As for the healing (getting of subject), there's no regen unless you have appropriate cyber. Sure, you can heal without cyber, it's just slow and tedious. Especially if you've taken say, 6 damage and have only first aid to help you along. It would take you 12 days of rest to get back to being unwounded.
 
Haha, never said you were a noob or whatever, it wasn't an attack of any sort ^^
Just to make a point that Cyberpunk's health system is hardcore and realistic, you have NO WAY to gain health by yourself, either you wait or go to a hospital.
My players often had to cancel a mission because they screwed somewhere and were injuried, too much risky otherwise.

Yeah look its all cool for MMORPGs but not this, I mean its a whole different universe. Make it hard and interesting to play, I know if I fail Id come back to get my ass handed to me again bro. We on the same wavelength
 
I agree, tho even MMORPG should try to add challenge and difficulty, I mean more and more game tend to be easier and "noob-friendly", games have turned in some kind of "fast-food" industry when you just have to spend 20hours on a game to finish it, without much trouble, and go on something else.
There aren't much games around which asks you to invests yourself in it to be good and rise the difficulty pretty high so you do have some kind of "challenge" to beat them up.
Yes it's frustrating to lose over and over, but isn't it even more rewarding once you beat the level you were trapped in?
I hardly have this "Fak yeah! I did it!" feeling nowadays
 
I hardly have this "Fak yeah! I did it!" feeling nowadays

Yeah, me neither. Except for when i played Dark Souls. Dark Souls 2 was a bit weird difficultywise with strange spikes here and there and ridiculously easy boss-fights.
And a franchise that has gotten bigger is Far Cry, but I still prefer FC2 for the difficulty and atmosphere.

But since we've brushed on the subject I would like to talk about death, I won't go off topic since my opinion is connected to money.
My preferred method of death was always to reload when you die, and that you could quicksave whenever you wanted so you don't lose too much progress. But in the end that does remove the consequences of death even if the game itself is hardcore and difficult.
I could risk anything because I could just reload the game. But when i played Dark Souls it was the first time I felt that I might not want to go somewhere or try something because it might just be too dangerous. And that's because you lose progress, you lose money. GTAV has a similar mechanic, get busted and you lose your guns, die and you lose money. But the save system still serves like a time machine to undo those things. In Dark Souls everything you do is saved automatically, you can quit whenever and return just where you started, but you can't revert to an earlier save. It really makes the idea of death interesting.
Adding a mission failure and losing respect or trust in whoever hired you would also make you evaluate risks more.

TL DR
Consequences for death like losing money, equipment breaking, not being able to revert to an older save, and mission failure. would add to the atmosphere that this city is dangerous and some risks you might not want to take.

If you die you better have cash to pay for medical treatment and fix your gear/buy new gear.
It would require planning ahead and some thinking. It would feel more like your accomplishments are YOUR accomplishments, and not just given to you.
 
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