As many people here, I enjoy playing Cyberpunk 2077, but still think there are areas of the game in need of improvement. One of them is rather fundamental – its attribute system. I think that CP2077 and any future installment of the game series would greatly benefit from reintroduction of one of the core stats from its PnP RPG source – Empathy.
Let’s quickly review what the current attributes affect in-game:
Per each attribute point invested (starting from level 3), Empathy could, for example, affect the base amount of cyberware slots available, reduce cyberware cooldowns and give some combat bonuses to your companion.
Empathy would govern two new skills: Humanity and Sociability.
Humanity
Humanity mechanics from PnP Cyberpunk can be adapted similarly to how Alchemy and Toxicity interact in the Witcher series. Humanity and Sociability skills and their perks would counteract most maluses from cyberware abuse and instead give you bonuses. However, “overdosing” on your implants, becoming a cyberpsycho and losing full control of your character (or even getting a game over) is not that fun gameplay-wise and probably shouldn’t happen in-game. Ripperdocs won’t let player character cross that threshold (and the biochip would probably prevent V from going full psycho, in any case).
Humanity Cost can be implemented as an additive “Cyberpsychosis” scale that would be shown in the Cyberware screen. Each piece of cyberware installed would cost varying amount of points (like back in the 2018 gameplay demo). Starting from about 25% of the scale, the player character should get a malus, related to Empathy (for example, a penalty to attribute checks in dialogues or to companion combat ability).
Perk ideas:
Hard attribute requirements should be changed into soft requirements: any cyberware can be installed, but each missing required attribute point would make it less effective (this can be compared to the Body requirement for many guns), as well as increasing its Humanity Cost points.
Obviously, it would be great to have some of the existing implants in Legendary and Iconic variants, as well as completely new cyberware. (Here’s a good idea for two new Operating Systems tied to Technical Ability and Cool, that can change up playstyle similarly to Sandevistan and Berserk.)
Sociability
Sociability is derived from PnP RPG skills (Social, Leadership, Human Perception and Persuasion/Fast Talk). This is a social skill that would incentivize more interaction with other characters and utilize currently underused companion system.
V could hire somebody from one of the local gangs, using their hard-earned eddies and street cred. Of course, some of V’s friends would make even better partners-in-crime. (And, hopefully, CDPR will add more opportunities to spend time with our friends and love interests.)
Perk ideas:
And that's the rough idea I've had in my head for past couple weeks. I don't think it'll ever be implemented, but I would love to hear your thoughts on this.
Let’s quickly review what the current attributes affect in-game:
- Body (BODY): physical toughness and close-quarters combat;
- Reflexes (REF): agility, ranged weapons, blades and critical chance;
- Technical Ability (TECH): crafting, tech weapons and armor;
- Cool (COOL): stealth, resistances and critical damage;
- Intelligence (INT): netrunning/quickhacking.
Per each attribute point invested (starting from level 3), Empathy could, for example, affect the base amount of cyberware slots available, reduce cyberware cooldowns and give some combat bonuses to your companion.
Empathy would govern two new skills: Humanity and Sociability.
Humanity
Humanity mechanics from PnP Cyberpunk can be adapted similarly to how Alchemy and Toxicity interact in the Witcher series. Humanity and Sociability skills and their perks would counteract most maluses from cyberware abuse and instead give you bonuses. However, “overdosing” on your implants, becoming a cyberpsycho and losing full control of your character (or even getting a game over) is not that fun gameplay-wise and probably shouldn’t happen in-game. Ripperdocs won’t let player character cross that threshold (and the biochip would probably prevent V from going full psycho, in any case).
Humanity Cost can be implemented as an additive “Cyberpsychosis” scale that would be shown in the Cyberware screen. Each piece of cyberware installed would cost varying amount of points (like back in the 2018 gameplay demo). Starting from about 25% of the scale, the player character should get a malus, related to Empathy (for example, a penalty to attribute checks in dialogues or to companion combat ability).
Perk ideas:
- Lowers Humanity Cost of cyberware;
- Increases Cyberpsychosis safety threshold to 50%;
- Lowers attribute requirements for cyberware;
- Lowers cyberware cooldowns;
- Increases cyberware effect duration;
- High-cyberpsychosis characters under 25% health get a temporary offensive bonus (dealing more damage, with increased reload and melee attack speeds, reduced quickhack and cyberware cooldowns).
Hard attribute requirements should be changed into soft requirements: any cyberware can be installed, but each missing required attribute point would make it less effective (this can be compared to the Body requirement for many guns), as well as increasing its Humanity Cost points.
Obviously, it would be great to have some of the existing implants in Legendary and Iconic variants, as well as completely new cyberware. (Here’s a good idea for two new Operating Systems tied to Technical Ability and Cool, that can change up playstyle similarly to Sandevistan and Berserk.)
Sociability
Sociability is derived from PnP RPG skills (Social, Leadership, Human Perception and Persuasion/Fast Talk). This is a social skill that would incentivize more interaction with other characters and utilize currently underused companion system.
V could hire somebody from one of the local gangs, using their hard-earned eddies and street cred. Of course, some of V’s friends would make even better partners-in-crime. (And, hopefully, CDPR will add more opportunities to spend time with our friends and love interests.)
Perk ideas:
- You can overcome dialogue checks of other attributes, using 2x Empathy (you persuade/lie, basically);
- Dialogue attribute checks are 25% easier;
- Increases rewards from gigs;
- Improves companion combat ability (several perks);
- Unlocks a unique companion ability (only for your friends).
And that's the rough idea I've had in my head for past couple weeks. I don't think it'll ever be implemented, but I would love to hear your thoughts on this.