On weapon carry capacity, concealment and small arms

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The only mechanic I like is size of equipment affects your stealth abilities (and preferably skills and speed movement). How much attention you attract or noise you make. I'd love it implemented in the game.

Getting back to your car to get a bigger gun interrupts gameplay. Especially if it happens on regular basis. It's hard to inject this mechanic into quests, because I bet many quests will have isolated environments where you can't reach you car till either you're done or the quest is cancelled. In L.A. Noire it worked because it was super limited and because it's tied closely to mission progress. Another issue to consider: if you swap a car, what happens to your trunk stuff? Is it miraculously transferred to the new car? Anyway, I believe usable trunk brings more issues than improves gameplay.
 
I'm fine with 'V' keeping his/her arsenal at home rather then in the trunk.

LOTS of people seem to expect the combat system to be similar to many others we've seen ... where you need a specific damage type (weapon) to deal damage to specific opponents. I'd be amazed (and more then a bit disgusted) if CDPR went this route.
 
I'll be dragging a katana and going Samurai on everyone butt .

So y'know ? my worrie is how much stuff you have in your inventory . As in, I really don't want alot of Loot (which is Good, gimme tha Loot!) but Lot of Loot is never good if someone give you a tiny bag to hold all of it. Forcing you to go back and forth looking for a place to sell your stuff .

Blame Besetha...they are good at making you a hoarder :LOL:
 
The worry i have with the car boot is i want to ride a bike almost always , will i have some sort of magic boot on a bike ? Four guns seems to be enough IMO .
Did they say anything about Bike ? Cose....Vroom Vroom....I'm all for a bike lol

and I have a tendancy to forget where I parked a car....:rolleyes:
 
Finally reached 10 posts, so now I can at long last get a feel for where the community stands on a feature that is really important to me. :)

One thing I greatly appreciated in the PnP was the very logical approach to inventory management, especially regarding weapons. All weapons had a concealment rating of either P (pocket), J (jacket), L (long coat) or N (not concealable). This would create a natural limit to what type of equipment you would bring and allowed assault rifles to be truly dangerous pieces of kit. You could fit as many P items as you had pockets, a couple of J items under a jack, a long-arm under a trench coat and/or a bazooka in plain sight. Walking around with large amounts of highly visible weaponry would make you effective in combat, but not allowed anywhere near civilized society. Even in the uncivilized parts of the city, a minigun on your back meant that every ganger on the street knew what was up and word would get round quickly to groups packing similar firepower. Same thing with bodyarmor - wear too much and everyone would know you were trouble.

The devs have already said that there will be some sort of carry limit, but I hope this aspect of risk/reward with carrying heavy weaponry around will be represented. Otherwise, if you kan keep that minigun in your pocket without anyone noticing, there is no incentive to bring anything but the biggest gun/sword you can. And a lot of cool clothing would have to compete with full suits of armor. You could make the two equal in ability (so pistol = minigun for DPS, samurai jacket = kevlar for armor), but that would be a very gamey solution.

For "heavy" weapons, I always liked the way LA Noire handled it. Here the police had handguns, but the police cars would have a shotgun/tommygun in the trunk. It was not something you walked around with at all times, but it was available if the situation called for it. This also allowed the game to put you in situations where you walking into a situation with a handgun and hand to scramble back to your car for something bigger when a routine search turned into a mobster shootout. In the Cyberpunk PnP it is stated that many people keep most of their possessions in their car or on their person. Since we already have a very thought out vehicle system, letting us store "big" items in the trunk seems an obvious choice.
as @100K said, class/perks/skills/build/whatever would probably be the bigger limiting factor in that situation. also I know that the "Body" stat plays a role in damage reduction in the PnP game, I wonder if it will do the same and offer a way to still look how you want without sacrificing too much on protection
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if that is true then why is there an armory where you can select your weapons and a war-drobe where you can select your outfit?
well, we haven't seen that in a year so it might not exist anymore, or it could just be like Skyrim where you can have armor stands an weapon racks but they aren't really there for utility
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Nice topic, I think inventory management can be a neat mechanic that makes you more involved and needs thought.

I like the limited space options that all the DX games and Resident Evil 4 had. Your idea of storing stuff in the car is good as long as it's not like the saddle in RDR2.

I don't want to have to go to the boot/trunk every time I get out the car. Once I have chosen what's in my inventory, I want it there all the time. Going to the car should just be to change my default loadout and it'd be a cool way to avoid driving/fast travelling back to your apartment.

I don't want to be able to carry all weapons, Doom style. I like the idea of thinking about the mission I'm about to undertake, think about the enemy types and whether it's best to go non-lethal or lethal, and then select the tools for the job. Armour piercing gear for top-security types, emp's for mechs/robots, shotguns for squishier enemies that prefer getting close, etc,. If an area is going to have large spaces, a sniper rifle, if I'm expecting lots of small rooms and corridors something for close quarters.

If you choose the wrong equipment? Improvise...or, I guess, re-load a save, choose differently and enjoy the satisfaction when you fare better after your changed tactics.
They might end up having different inventory management systems for different difficulties, like Easy is a hammer space, Normal is limited backpack but still not fully realistic and Hard is only the guns on you and you need to use your car/apartment armory
 
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Did they say anything about Bike ? Cose....Vroom Vroom....I'm all for a bike lol

and I have a tendancy to forget where I parked a car....:rolleyes:

Bikes are confirmed nothing what you can carry on the bike . Don`t worry about forgetting where you left your car / bike , you can call it like Roach in TW3 .
 
The worry i have with the car boot is i want to ride a bike almost always , will i have some sort of magic boot on a bike ? Four guns seems to be enough IMO .
yeah, its talked about in the Dev FAQ, and they showed a bike at E3 it was called a somethin-or-other Kusanagi, I think. It was red, had dumb stickers on it. It was 1 hobo piss away from looking like a bar bathroom IMO
 
I hope they have no carry zones like the New Vegas casino, and if you have the skill to talk the person into letting you carry anyways.
 
I think in Cyberpunk you always carry :ROFLMAO: besides even when your unarmed with mantis blades you always armed .
 
as @100K said, class/perks/skills/build/whatever would probably be the bigger limiting factor in that situation. also I know that the "Body" stat plays a role in damage reduction in the PnP game, I wonder if it will do the same and offer a way to still look how you want without sacrificing too much on protection

Even with damage reduction from Body, why not stack armor on top of it rather than street clothes that offer no additional protection? In most settings plate mail will limit your movement, but in Cyberpunk the limit was less on movement and more on how the world would react to you.

They might end up having different inventory management systems for different difficulties, like Easy is a hammer space, Normal is limited backpack but still not fully realistic and Hard is only the guns on you and you need to use your car/apartment armory

That would actually be pretty great! I would much prefer to have to be picky about what I pick up, rather than the Bethesda style where you are carrying every broken bottle you find because it sells for 1 eddy.

Looking at the screenshots, another gripe I have is that they are not showing carried weapons on your person, like in the Witcher games. Even if the world does not react to it, it would be nice to see a pistol at your hip and a shotgun over your shoulder when carrying such things.
 
Looking at the screenshots, another gripe I have is that they are not showing carried weapons on your person, like in the Witcher games. Even if the world does not react to it, it would be nice to see a pistol at your hip and a shotgun over your shoulder when carrying such things.[/QUOTE]

You could see Jackie`s weapons in the first demo , even the big sword on his back.
 
Bikes are confirmed nothing what you can carry on the bike . Don`t worry about forgetting where you left your car / bike , you can call it like Roach in TW3 .
yeah then I forget whats the button to Summon the horse..

hahaha take me forever to remember I can go back to X place faster on a mount :LOL:
 
All weapons had a concealment rating of either P (pocket), J (jacket), L (long coat) or N (not concealable).

I like the idea, but I'm not sure coding in that many concealment options would wind up making much of a difference in actual gameplay. Likely, it would just open up the potential for bugs and issues without really adding much functionality. I would simply have weapons that are:
1.) "Always Concealed" (like switchblades or knuckle dusters, maybe a derringer-style pistol)
2.) "Concealable" (pistols, shotguns, SMGs, and smaller rifles -- and it's totally feasible that even assault rifles could be collapseable in the future)
3.) "Not Concealable"

That way, a person can always stick a blade in their boot or have a small firearm tucked up their sleeve, regardless of what they're wearing. A full-size weapon can come in a "concealable" variety, but requires at least a second layer of clothing (jacket or something) to be worn. Bigger weapons have to be on display.

That way, the game will only need to worry about one check: IF weapon is "Concealable", AND player has Clothing Layer 2 equipped, THEN weapon is concealed. The other options are in an "always on/off" state.
 
Off topic:
My favorite real-life car was a 1970 Challenger I use to have.
It was Mopar orange, never had any trouble finding it in a parking lot!
I'm on foot..:p dont even own a licence . But my friend drive me around, and heck..I always forget where we parked :ROFLMAO:

In games, like say Saint ROw....I had that issue ALOT . Thankfully, I dont mind running around :sneaky:
 
They might end up having different inventory management systems for different difficulties, like Easy is a hammer space, Normal is limited backpack but still not fully realistic and Hard is only the guns on you and you need to use your car/apartment armory

Nice idea, Resident Evil 2 did something like that too.
 
One thing I greatly appreciated in the PnP was the very logical approach to inventory management, especially regarding weapons. All weapons had a concealment rating of either P (pocket), J (jacket), L (long coat) or N (not concealable). This would create a natural limit to what type of equipment you would bring and allowed assault rifles to be truly dangerous pieces of kit. You could fit as many P items as you had pockets, a couple of J items under a jack, a long-arm under a trench coat and/or a bazooka in plain sight. Walking around with large amounts of highly visible weaponry would make you effective in combat, but not allowed anywhere near civilized society. Even in the uncivilized parts of the city, a minigun on your back meant that every ganger on the street knew what was up and word would get round quickly to groups packing similar firepower. Same thing with bodyarmor - wear too much and everyone would know you were trouble.

The common theme in many of the these threads is that people come up with mechanics way more elaborate that are bound to end up in the final game. Don’t get me wrong I’d love to have them but I really doubt CDPR will go that route to appeal the older sliver of their audience that likes a more realistic approach in games.
 
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