Should park-our be added?

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I remember jumping from rooftop to rooftop with maxed jump in Deus Ex. Nothing like 50m jumps but propably 10m easily and more if the other building was lower than were you jumped.

What kind of distances can you jump with chrome in 2020?
Really, because I remember not even being able to jump a bloody fence in Deus exlax...

In cyber punk you have an MA score, which determines how faSt you can run, and how far and high you can jump. So if you have a character with a 7 Movement Allowance, you multiply it by 3 to determine how many meters you run in a 3 second turn..... in this case 21 meters.


Divide that amount by 4 and yuo have the distance for a standing jump in feet... so the character in question has roughly a 5 foot standing jump.... again muliplied by 3 for a running jump... 15 feet.

The standing rule in our game is with dual cyberlegs or a full conversion body, the jump distance changes to yards instead of feet.
 
I think Lolssi83's referring to the leg augmentations allowing you to jump and run to a decent degree. That was a game changer...i never played deus ex again without that augmentation
 
DX 1 you could indeed go from roof top to roof top. Wisdom, I don't think you ever played DX 1, mostly because you think it's some top down game..

DX HR jump let me easily clear the highest fence, unless the game locked the area off, as well as from roof to roof in Heng Sha and ground floor to second floor. Still, I'd like to have seen a jump two or three times that.

These are with the augs, of course.
 
If that's the case, wisdom, allow me to recommend the first and maybe the third deus ex game (unless The Fall proves to be a better game than the last one). Also get yourself some cheats and mods :p
 
well sadly the whole branch of spiritual successors to system shock 2 has some serious minus or flaw, even though every single one of them from deus ex to bioshock/vtmb/EYE/dishonoured got the deserved appreciation. Can't be helped...
 
Running about like a trapeze artist is not cool - it might look impressive, but it's just a little on the wrong side of wank.
 
Running about like a trapeze artist is not cool - it might look impressive, but it's just a little on the wrong side of wank.

I have no idea how you come to this conclusion. It doesn't just look good, it has practical applications. Is Kung-fu or Ninjitsu wank? I ask this because Parkour is based on these forms of movement. In urban combat, mobility is almost as important as your ability to put a target down.

Frankly, I totally disagree with your statement.
 
Good extension man - to reiterate, what I meant was that parkour is too obviously cool, at times it can have the awkwardness of showing off. (therein lies the wank)

I totally agree with you thoughts man - indeed martial arts are practical (speaking as a former Hung-ga kung fu and Muay thai student), and I would hope to see streets of rage jumping around and throwing bodies into fights as a key part of combat (and I hope there is a range of martial art styles to chose from).

I would also like to see cybernetic mobility being demonstrated with big jumps, sprints and landing etc, maybe even walking up walls etc.

What I wouldn't want to see is sommersaults between ledges, lip grabs and flip tricks around city terrain. Does that make sense?
 
Yeah, it does to a point. Mostly because I'd consider that pretty ephemeral in the gritty world of Cyberpunk. If you gotta run, run fast. Hop when you need to, but no one cartwheels out of the way of a bullet.

Now, some of those parkour flip tricks incorporated into the Martial arts animations could be a lot of fun. Given that hand to hand is what you do when you run out of ammo anyway...
 
Gotta agree, I love Ong-bak and that is a sweet tune.
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@prosociety
Well what matters in basically every topic is the added value to the whole thing. C2077 is supposed to be an action rpg so you have to wonder what mechanics might evolve with parkour/free running implementation. Clearly one can't guess and fans coming from C2020 might have some ideas about what's in dev's mind but that's it.
Thinking in free running/parkour terms is like saying most of the people of the dark future are slowpokes and that C2077 will feature lots of chasing and running, camera and environment restrictions to create a path offering 3-4 options to overcome obstacles, and some kind of plstellmewheretogo vision.
That's too much and probably good for some side missions but the point is the best fans (knowing C2020 stuff) can do is coming up with small and easy to test ideas, which make flip tricks etc in the realm of possibilities as long as they don't matter much.
 
Chris - Jaa is mighty!

Vtmb, Im not sure that I've understood what your meaning fully, maybe im a bit too tired. To clarify I think my stance is pro combat mobilty with a greater emphasis on vehicles features as transport options. Traditional cover and run is all id want from an rpg and I'm not really wanting a parkour heavy approach (as in flips etc thst might require fixed course).
 
I'll throw my hat in with the no to parkour crowd. Fluid and seamless mobility yes, but i don't want to be jumping across roofs in funny ways or comando rolling after jumps, sliding down pipes and stair case.

It should be a simple but effective array of movement skills, running jumping dodging crouching the usual but not scaling building faces and the like. You should be able to get from cover to cover effectively and fluidly. A roll in this case would be cool and a good idea. Lets say you need to jack into a terminal just across the way, you make a run for it then hit the use function or whatever you do to interact and your character does a little slide across teh footpath/street whatever and comes up along side the terminal/jack and plugs in. then you go about doing your thing.

it's not parkour per say, its' just effective fluid movement whilst staying out of harms way
 
Given that the PnP game had a Movement Stat, I think it's perfectly reasonable to use it to facilitate types of movement. I'm sure Wisdom already suggested the same.

The main point is that you should not feel forced into any one style of gameplay. As many styles as possible should be available for us to specialise on over time.
 
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