Hoplite_22;n9990941 said:
So an AI GM then? because is the only way I can see of getting a game to be that flexible. and Current AI is rubbish so they would need one built from scratch.
That's not at all what he said.
The very short and simple of it is: I want lots of skills (more traditional ones and returning the more mundane ones, like swimming and driving, that have been lost because it is assumed that they can be taken for granted) and skill tests around the game world, and generally very start driven gameplay where that is applicable and to the highest degree of applicability where it is with the games context of not being a classical RPG in mind.
Wanting lots of skills an skill checks doesn't mean an AI GM.
At any rate, in the interest of swinging things back to the topic at hand while still keeping things related...
I was discussing the whole "skill system" thing in another thread, in the context of weapon handling.
But it made me think - how could that be applied to stealth?
It seems a lot of us don't just want "stealth combat" (even though that's probably what we'll get in the end), but an actual stealth system based around skills. As is the case with the weapon handling system I suggested (where you start out wobbly as all hell unless you built your character for it, your weapon jams often, reload slower, etc.), unless you start your character out with an emphasis on stealth, they could be pretty terrible at it.
But how exactly could that work? Other than "you make more noise", I cant think of many ways your character could actually progress over time. New Vegas had a few good ideas as far as that goes, as did Oblivion. For example, leveling up the stealth skill itself gave the player access to additional abilities, without it being a skill tree/"perk"-focused system. It just happened naturally as players got better at it.
Something similar could be used with CP2077, but instead of it happening through use, players could put points in as they level up. Levels, then, wouldn't be based on raw damage or strength, but getting better at using skills. I don't know how this might work for enemies, though, since AI doesn't really need to worry about accounting for wobbly aim.
Oblivion's system
Mastery Perks
- A Novice gains a 4x damage bonus for one-handed weapon and hand-to-hand attacks - and a 2x damage for marksman attacks - when undetected.
- An Apprentice gains a 6x damage bonus for one-handed weapon and hand-to-hand attacks - and a 3x damage bonus for marksman attacks - when undetected.
- A Journeyman receives no penalty to their chance of detection while sneaking for the weight of their boots.
- An Expert receives no penalty to their chance of detection for running while sneaking.
- The attack of a Master on an opponent ignores the opponent's armor rating as long as the player is undetected.
Just to be clear, I'm not asking for damage increases to happen as players get better sneaking. I'm just using Oblivion's system as an example of progression tied to your level in a skill, not the amount of perks you've invested in it.
Any ideas?