So I've posted this on Reddit before, but it didn't get much traction. I was hoping maybe this could lead to some discussion, even if its just criticism (though hopefully, constructive at least). This would also tie in to other ideas that I might create threads for later, if people are interested or if I have time, so some parts not might make sense in the context of the current game.
ISSUE
I don't think Street Cred is a useful system in its current state as a way to just gate jobs, cars, and cyberware. Not a new criticism of the game either: people have wanted it tied to background dialogue, a faction reputation system, or just general noteriety of the player. And I'm not saying that these things shouldn't be tied to these things, but SC should do more than just gate things or give you faction points. Having high SC should be connected in making the player feel cool in a way that suits their style of gameplay. Your SC is tied to the abilities that your character can do over just completing some jobs, killing some no names.
A SOLUTION
What I think would be interesting is that SC was connected to creating a character's class. It would require that the skill system to be changed and altered to fit in a new system, but I think it could be worth it. it would be two systems to improving your character: the normal skill system focusing on stat upgrades and general gameplay mechanics (similar to the Witcher's skill tree, ignoring the mid-/late-skills) while the SC class system would introduce new mechanics that are tied to a certain gameplay style/class, maybe every other level to make it feel like a more special upgrade.
That way, you could improve your skills (to the point that your attributes allow you: as an analogue to a natural limit) to allow for competency while the character class focuses on improving your gameplay style so you have some new ways of playing. In theory, a Solo build could still have competent tech skills to hack into high level access points for cash (I hate having to dedicate points for getting loot) but have the core aspects of being a Solo. Of course, I think it should be somewhat connected to skill levels, so you couldn't have a netrunner able to use suicide without high technical skills, but it may open up some opportunities for cross-builds (e.g. corpo samurai). It doesn't necessarily have to be to this exact formula, but I think by combining class upgrades to SC it 1) provides SC a use beyond gear and job gating, 2) allows better refinement of character and gameplay style, 3) rewards gameplay with more gameplay, and 4) ties cool mechanics with reputation.
EXAMPLE
A netrunner class would bascially act as a wizard in the sense of gameplay. The gameplay style would focus on quickhacks (quick offensive attacks), hardhacks (ones that require being connected to an access point for system wide hacks), and countermeasures (like a firewall against other netrunners), all while generally staying away from combat but able to throw quickhacks to get away. One class upgrade could be giving the player the suicide QH (as it shouldn't be something you could just buy off the street, something you actually earn), with an additional points allowing it to spread like a virus.
CLASSES SO FAR
Edits: Just generally adding on to what I wanted to post but accidently posting early because of mixing up hot keys. I'm new to this "online forum discussion" thing. I'm more used to just posting a list of things on my Google Sheets file.
ISSUE
I don't think Street Cred is a useful system in its current state as a way to just gate jobs, cars, and cyberware. Not a new criticism of the game either: people have wanted it tied to background dialogue, a faction reputation system, or just general noteriety of the player. And I'm not saying that these things shouldn't be tied to these things, but SC should do more than just gate things or give you faction points. Having high SC should be connected in making the player feel cool in a way that suits their style of gameplay. Your SC is tied to the abilities that your character can do over just completing some jobs, killing some no names.
A SOLUTION
What I think would be interesting is that SC was connected to creating a character's class. It would require that the skill system to be changed and altered to fit in a new system, but I think it could be worth it. it would be two systems to improving your character: the normal skill system focusing on stat upgrades and general gameplay mechanics (similar to the Witcher's skill tree, ignoring the mid-/late-skills) while the SC class system would introduce new mechanics that are tied to a certain gameplay style/class, maybe every other level to make it feel like a more special upgrade.
That way, you could improve your skills (to the point that your attributes allow you: as an analogue to a natural limit) to allow for competency while the character class focuses on improving your gameplay style so you have some new ways of playing. In theory, a Solo build could still have competent tech skills to hack into high level access points for cash (I hate having to dedicate points for getting loot) but have the core aspects of being a Solo. Of course, I think it should be somewhat connected to skill levels, so you couldn't have a netrunner able to use suicide without high technical skills, but it may open up some opportunities for cross-builds (e.g. corpo samurai). It doesn't necessarily have to be to this exact formula, but I think by combining class upgrades to SC it 1) provides SC a use beyond gear and job gating, 2) allows better refinement of character and gameplay style, 3) rewards gameplay with more gameplay, and 4) ties cool mechanics with reputation.
EXAMPLE
A netrunner class would bascially act as a wizard in the sense of gameplay. The gameplay style would focus on quickhacks (quick offensive attacks), hardhacks (ones that require being connected to an access point for system wide hacks), and countermeasures (like a firewall against other netrunners), all while generally staying away from combat but able to throw quickhacks to get away. One class upgrade could be giving the player the suicide QH (as it shouldn't be something you could just buy off the street, something you actually earn), with an additional points allowing it to spread like a virus.
CLASSES SO FAR
- Solo: Combat Expert - combat and parkour abilities (e.g. able to throw some objects without the use of Gorilla arms, dual-wielding in Sandevistan, etc.)
- Netrunner: Wyrm Wizard - strong quickhacks/counter-cyberhacks, system-wide hardware hacks
- Techie: Versatile Improviser - able to quickly create unique explosives (e.g. smart, cluster grenade via quickcrafting menu), unique Flathead/drone improvements, powerful environment interactions (e.g. changing a fire barrel into a shock barrel)
- Fixer: Manipulating Dealer - benefits from staying out of the fighting using charm and manipulation (e.g. able to turn enemies against each other, extra temporary companions/drone, a projectile "defense" system), works for a pacifist build but more edgy and cruel for the Cyberpunk world
- Rocker: Glass Martyr - being a glass cannon while in open combat, buffing allies with health loss (e.g. give companions dual-wielding abilities)
- Nomad: Family Man - special benefits for being around allies, from specific allies, and technical vehicle improvements
Edits: Just generally adding on to what I wanted to post but accidently posting early because of mixing up hot keys. I'm new to this "online forum discussion" thing. I'm more used to just posting a list of things on my Google Sheets file.
Last edited: