This is a split from other topic.
General idea is to flesh out how law enforcement works in the game. This is not about making GTA with cyberpunk visuals, but exploration of what could be done with the game and settings we have, including story.
Police system looks like abstraction from police coming from AV's, except we never see AV's. Police drones make perfect sense to me. I don't have much experience with that as I has ended up fighting police due glitch in 1.3 and solving Sinnerman by eliminating Sinnerman and producer in their car. Something to enhance that would be other contractors appearing faster, sort of reverse NCPD missions and MaxTac response later depending from location.
Lack of GTA like police chases was one of the most critiqued aspects, even when CDRP was very clear that game isn't like that. Then there's been discussion about what game engine and AI can do, but it's also missing the point. The get most intense experience like that, it doesn't come from GTA series but NFS: Heat night events. And over months, I have found it very funny how people who want this better experience just don't want to discuss about that experience anymore after NFS: Heat where player needs to think game world strategically to make it when they have more wanted level. Helicopters are real threat in NFS: Heat and in CP 2077 AV's could cover that role with fast response drones, that don't need to follow the road and drones have weapons.
Would be pretty neat setup for smuggling run in Badlands. V in car vs. all that and that's pretty much only scenario that makes sense as major vehicular threat would be eliminated directly from AV's patrolling in city skies via missiles and/or machine guns.
But runs from city limits to border or other way around, I could see that work and with all things game has being very intense experience and these missions could be also quite short would help with that there's no skill experience from driving events.
There could be variations for this. V could be intercepting Raffen Shiv cargo, turning V from being chased to chaser. Mission could perhaps end in capture of shipment, or smuggler escaping or losing cargo to NCDP forces (eliminated smugglers car, but V doesn't get the goods before NCDP arriving with AV's).
CP 2077 is story focused game, adventure or RPG, definition doesn't matter so story opportunities would be portraying smugglers other than Nomads. Where the goods end, what kind of things, for what purpose and what kind of people are demand what sort of goods.
Finally to be honest, I don't really believe anything like this is going to be implemented in CP 2077 but might be useful for future titles. In cyberpunk worlds, that's actually well referenced in CP 2077 in a novel Hardwired by Walter Jon Williams main character is a former panzer boy and a smuggler and Hardwired was also a module or something like that for original Cyberpunk tabletop game. Myself, for me the best thing was Johnny Silverhand's comment about showing the tech and personally I think that's very good substance delivered from things that inspired tabletop game and I don't really need smuggling runs to make game better for me, but discussing about that and possible positive impact of how players feel about NCDP and possible other factions and individuals in game is a way to kill time.
General idea is to flesh out how law enforcement works in the game. This is not about making GTA with cyberpunk visuals, but exploration of what could be done with the game and settings we have, including story.
Police system looks like abstraction from police coming from AV's, except we never see AV's. Police drones make perfect sense to me. I don't have much experience with that as I has ended up fighting police due glitch in 1.3 and solving Sinnerman by eliminating Sinnerman and producer in their car. Something to enhance that would be other contractors appearing faster, sort of reverse NCPD missions and MaxTac response later depending from location.
Lack of GTA like police chases was one of the most critiqued aspects, even when CDRP was very clear that game isn't like that. Then there's been discussion about what game engine and AI can do, but it's also missing the point. The get most intense experience like that, it doesn't come from GTA series but NFS: Heat night events. And over months, I have found it very funny how people who want this better experience just don't want to discuss about that experience anymore after NFS: Heat where player needs to think game world strategically to make it when they have more wanted level. Helicopters are real threat in NFS: Heat and in CP 2077 AV's could cover that role with fast response drones, that don't need to follow the road and drones have weapons.
Would be pretty neat setup for smuggling run in Badlands. V in car vs. all that and that's pretty much only scenario that makes sense as major vehicular threat would be eliminated directly from AV's patrolling in city skies via missiles and/or machine guns.
But runs from city limits to border or other way around, I could see that work and with all things game has being very intense experience and these missions could be also quite short would help with that there's no skill experience from driving events.
There could be variations for this. V could be intercepting Raffen Shiv cargo, turning V from being chased to chaser. Mission could perhaps end in capture of shipment, or smuggler escaping or losing cargo to NCDP forces (eliminated smugglers car, but V doesn't get the goods before NCDP arriving with AV's).
CP 2077 is story focused game, adventure or RPG, definition doesn't matter so story opportunities would be portraying smugglers other than Nomads. Where the goods end, what kind of things, for what purpose and what kind of people are demand what sort of goods.
Finally to be honest, I don't really believe anything like this is going to be implemented in CP 2077 but might be useful for future titles. In cyberpunk worlds, that's actually well referenced in CP 2077 in a novel Hardwired by Walter Jon Williams main character is a former panzer boy and a smuggler and Hardwired was also a module or something like that for original Cyberpunk tabletop game. Myself, for me the best thing was Johnny Silverhand's comment about showing the tech and personally I think that's very good substance delivered from things that inspired tabletop game and I don't really need smuggling runs to make game better for me, but discussing about that and possible positive impact of how players feel about NCDP and possible other factions and individuals in game is a way to kill time.
For me, it is about realism. You probably don't believe me (why would you? this is the internet) but it truly is.
I would take one-shot kill MaxTac squads at maximum wanted level any day over what we have currently. A realist and immersive police system implies appropriate level of response relatively to the game and it's lore/setting and your actions. MaxTac coming in to simply end you makes perfect sense at maximum wanted level because you killed a bunch of police officers or whole lot of civilians by that point and you need to die.
You're painting with a broad brush here. Not every GTA fan is the rampage loving kind you seem to think they are. One can play and enjoy the hell out of GTA without spending every minute blowing shit up.
This last bit I aim generally.
We all agree the police system is mediocre at best. Just because you don't care for it getting better doesn't mean you should dismiss other people's opinions/feedback on improving the system or try to shut down conversations about it. At worst the feedback will be ignored and at best we'll all get something better and you'll still be free to stay completely out of trouble and ignore the system completely.
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