42.
Jokes aside, here are my suggestions for Cyberpunk 2077
PREFACE/DISCLAIMER
I’ve been playing the game for almost 300h now, and while I’ve personally had a lot of fun, I find it very saddening when viewing it in the light of what it could have been. I do not intend to bash or pick it apart in any way – I’ll be trying to just list some suggestions without pointing out the underlying problem. You might have experienced it for yourself or seen enough videos about its problems and bugs anyway. No “this” and “that” is Bad, so change it to [idea]. I leave that up to each person themselves to judge, so I’ll skip straight to the ‘Idea’-part.
Cyberpunk has been one of my most anticipated games ever, and like with many games I’m that invested in, I can’t help but to burst with ideas. English is not my first language and I have a bit of an all-over-the-place way of thinking, along with some troubles categorizing my ideas. So hopefully, by the end you will have a holistic picture.
And last but not least, please don’t take the ‘my ideas’ to literally. I made all imagery and screenshots myself, but the text, especially the ideas in more abbreviated form, come from many sheets of paper that I took notes on while playing, reading through this forum & reddit & watching a ton of videos – so even though I consider them to be unique at least in phrasing/variation, they may very well range anywhere from ‘you read this x times before in some way shape or form’ to ‘this clearly takes influence from x’
Some Ideas and concepts come from the Cyberpunk RED Sourcebook or take influence from it,
as I find some systems could improve CP2077 massively by just adapting them into the game almost 1:1
But as RED is another IP I don’t want to infringe on in any way, the 1:1 stuff is only hinted at or I try to explain in as little detail as possible.
Anything written here is explained in my own words, I’ll try my best to denote influence from RED by marking them with color.
Most of those suggestions are me trying to ‘translate’ the PnP systems into video game mechanics or merge them with the ideas and concepts of how it works in CP2077,
as well as adding my own twist and ideas to it. If you want to know how this stuff is done in RED in greater detail + additional lore and info, I recommend getting the book yourself.
Having said this,
This is going to be a very long read, I’m eager to hear your thoughts!
1 THE LOOT SYSTEM
All NPCs carry, wear, use, attack with and drop anything you see them having.
Be it a soft drink they got from a vendit, or legendary cyberware from a boss; no common guns dealing insane damage because of difficulty settings.
1.1 Items:
Items in general are handled a bit more realistically, most of them should have feasible weight (except shards, quest items…) as well as varied & balanced pricing.
Gear can be stripped of all mods (that you can remove) and attachments on a button press.
Gear has durability and can be repaired; damaged items perform worse and are worth less.
Better gear should be harder to obtain (mostly boss & quest rewards)
Always ask or warn before selling/scrapping Iconic Items
Most items (where sensible) that you can equip have further options
The options are found in the interface that comes up when you click on an individual equipment slot
These may include: setting the hood of a jacket to be don/doff, configuring your scope reticle, settings for cyberware or mods…
Item Cards:
The item cards are slightly altered to accommodate several changes.
In the upper left corner, there are still up to 6 mod slots, but weapon attachments aren’t considered mods anymore.
The upper right corner shows the state of an item. Items can be marked as ‘Favorite’, ‘For Sale’ and ‘For Disassembly’, in addition to the default ‘Quest Item’, ‘Owned’ & ‘New’.
They can be marked when picking them up, or in the Inventory. ‘Owned’ is shown where sensible, especially on blueprints in shop inventories.
Favorite items cannot be transferred, sold, dropped or disassembled.
Marked items can be sold/disassembled at vendors’ respective crafting benches with a button press (all of them).
The rarity-strip now holds a durability bar for gear items and a small ‘x’ for when it’s broken.
In the lower left corner, there’s still the item amount, but it has a black backdrop or outline for legibility (ex: overlapping the image).
In the lower right corner, in addition to ‘equipped’ (which looks like before), the states ‘preview’ and ‘assigned’ have been added (with the triangle-shaped corner).
‘Preview’ is yellow-themed and has an eye-icon in the corner. It’s for equipping not-owned items in vendor previews.
‘Assigned’ is light grey-themed and contains the number of the loadout the item is assigned to.
There are also up to four attachment slots with icons that share the attachment’s rarity color.
A lot of the already mentioned features are explained in more detail later on.
1.2 Weapons:
Weapons don’t have levels anymore. They’re distinguished by type, rarity and attached mods.
So a legendary modless weapon has the exact same stats if you find it at lvl 1, versus finding it at lvl 50.
The rarity of a weapon is defined by the materials & components it is made out of.
Weapons don’t stack
As the stat numbers don’t increase as much without leveling, they are in a range that ‘feels’ both satisfying and allows for diversity between different weapons.
Also they are balanced from there so every weapon has a reasonable TTK. (maxed out skills, cyberware boni etc factored in!)
The damage-type stats are no longer on the weapon, but on ammunition instead.
Bladed and blunt weapons keep their physical damage & bleeding chance as base stats.
The headshot damage multiplier remains on ranged weapons as a base stat and can be changed via weapon mods.
Crit damage & -chance come mainly from mods & perks/skills, but can be a base stat on some weapons.
Recoil, accuracy/spread and range should be reintroduced as stats on the weapon.
I’m not too sure about ADS accuracy/spread, but I think this could be handled much better by damage drop-off with distance, bullet drop & recoil.
By reintroducing it I mean have a stat shown on the weapon, if it’s there to stay.
Bloom when hip firing I think is in a good place, most weapons are accurate on their first shot except ones that should not be.
All remaining stats are also ‘base stats’;
Base stats also only differ on different weapons or between different rarities.
Base stats are round/whole numbers, preferably with a zero, to see at a glance if a weapon has mods or not.
Generally, there is no more need to compare same items without mods with each other.
You know better rarities are always better, and you see if an item is modded when it’s still on the ground.
This would also fix level 1 weapon drops with stealth and make iconic weapons more worthwhile
Ranged weapons can hold up to 4 attachments, depending on its type & model
They may misfire/jam when their durability is low or they are broken
Most firearms have an alternate firing mode, switchable pressing (B)
Power Weapons: semi-automatic / burst or full auto
Tech Weapons: concentrated or dispersed flechette
Smart Weapons: concentrate on one target/ disperse evenly across multiple targets
When you hold (B) it opens the weapon-options wheel, where you can;
quick-detach/-attach a suppressor | change the firing mode | switch scope mode | select the ammo type/damage type
A quick-detached silencer remains equipped on the weapon itemcard, change it like normal
Switching scope mode could change its magnification level or enable/disable thermal-/night vision
Misc. (ranged weapons):
A movement-impeding ‘Backpack’ option that holds 1000 rounds & can be connected to fully automatic (heavier) guns, eliminating reload
For assault rifles, LMG & HMG, maybe some SMGs as well
Nekomata should wobble way less when charged
DR12 Quasar & RT-46 Burya’s Iron sights aren’t aligned
1.2.1 New Weapons:
The Weapons are very cool imo, I really like how they look and that there are so many different models– let there be even more
The Thermal Katana from the weapons trailer
Combat knife with neurotoxin cartridges
More polymer-one-shots (that are actually viable, for what they are)
The Budget Arms CRISP-er Flamethrower seen in ingame ads
More LMGs and precision rifles (some DMR-like ones)
The Midnight Arms SOR-22 would in my opinion be the perfect contender to have a LMG version.
Its model would only be slightly altered, mainly by having weight reduction holes cut into the barrel guard (& so you can see the barrel getting hot), having a biped and accepting a boxy- drum magazine.
It would fire fully automatic at about double the firing rate (400rpm/6.66rps, the SOR-22 actually fires about 200rpm/3.33rps), with less but still significant recoil and have a 40-round magazine by default, using heavy rifle ammo.
The sound it makes is largely left unaltered but sped up x2, I love how mighty the SOR-22 sounds.
This weapon from the 2012 teaser trailer, it seems to be a bullpup assault rifle, but could also be implemented as a LMG
(We also got the ‘crusher’, which is shown in this trailer)
The ‘missing weapons’, to have one of each type for each category, that would be:
SMART: precision rifle, LMG, HMG, revolver
TECH: assault rifle, LMG, HMG, SMG, shotgun
I’m thinking of a very heavy railgun as Tech HMG, as well as very fast firing assault rifle(s) & SMG(s)
The firing modes on full-auto Tech weapons could be merged with power weapon firing modes. (just these guns)
So the first mode would be non-charged full auto with dispersed flechettes,
The second one is charged, with weapon behaviors ranging from
‘semi auto per-shot-charging’ or ‘burst per charge’ to ‘wind up charge, then full auto’ – concentrated flechettes in any case
Or, additionally, some could have a decreased (full auto) firing rate in charged mode, with a very short charging time before each shot
Heavy and special weapons
Panam’s rocket launcher (or the model she uses)
Exoskeleton plasma gun (if you are strong enough to carry the attached energy unit too)
I’d also really like to see the player to be able to build weapons from modules.
For example; The D5 copperhead & sidewinder, DB-4 Igla & DB-2 satara, all DB-shotguns sharing the same stock
You would be able to convert weapons between being power, tech & smart weapons by swapping modules.
Helix SMG:
I found myself wishing for a really fast firing SMG, so I made one.
It has 100 rounds in a helical/spiral magazine, three rotating barrels and a firing rate of 1800rpm/30rps. (goes brrrt)
It’s a power weapon, needs a short amount of time to spin up and can overheat. It has very substantial recoil.
Its magazine is spring loaded, auto-ejects when empty and can be reloaded while you hold down the trigger.
(spring loaded as in the magazine jumps out, the follower is turned by an axle linked to the rotor via a trigger actuated ‘clutch’ gear)
Instead of semi auto, the secondary firing mode sets it to 750rpm/15rps. Also, it can mount a suppressor, but needs a custom one with the shape of a rounded unilateral triangle.
The magazine should be transparent to let you see it getting emptied
As I’m no designer, I leave its detailing, texturing & futuristic look up to your imagination.
Trivia;
It’s just about 43cm long (stock collapsed), the body is exactly 30cm long without the metal plate
The motor sits in the grip and spins the rotor at 600 rpm, the battery pack is in the foregrip
It fires at 6 o’clock, rotates counter-clockwise & would weigh ~1,5kg less when it’s empty
It’s designed so it could in theory actually function, firing ~70x .45 ACP or 100x 9mm NATO
(that is if it had all the small parts & it wouldn’t have an exposed rotor which is just for rule of cool)
I think however it wouldn’t be sensible/useable irl, spraying 100 rounds all over the place in seconds
1.3 Attachments & Mods:
Common attachments only have their basic stats (scope zoom factor, suppressor stats, magazine capacity etc)
Uncommon and up have the same bonus stats per rarity (but no 0.01% stats). All same mods/attachments stack.
Attachments and mods have weight. Some attachments like muzzles/suppressors have durability, where sensible.
Give all mods a descriptive subtitle, ex: “Ranged Weapon Mod”, “Cyberware Mod: Gorilla Fists” not just “Mod”
Attachments and mods preferably have/add stats that are multiples of 5.
More ranged weapon mods; flashlights & lasers, stocks, other muzzles, extended- & drum magazines
Epic Silencer (-10% x2,5) Legendary Silencer (-5% x2,5)/ (-15% x3)
Don’t have NPCs drop weapon attachments, have them be on the weapon they drop
Clothing & gun mods can be swapped out at clothing/gun shops, later at crafting benches(skill/perk)
Below are a few icons for possible weapon attachments, the icons could either be specific or one-for-all
The targeting unit on smart weapons could be a swappable attachment, without one it loses its smart weapon targeting and acts like when you have no smart link installed.
The targeting units vary in their targeting capabilities and have different sized and shaped ‘reticles’.
Scopes:
[BUG] Some scopes aren’t aligned with the screen center; you can see this well with an aim point. The guns shoot exactly at screen center though.
I noticed this on the ‘Hyakume’, on the ‘Kanone Max’ which also (annoyingly) has a misaligned inner cross, and the ‘Kanone Mini’
The others seem to have ever so slight, almost negligible inaccuracies that seem to change depending on the weapon. (I tested all scopes, but not on all weapons)
Scopes, especially or exclusively sniper scopes should have a laser rangefinder that’s displayed on the scope
Even cooler would be if the rangefinder had a high accuracy & displays a decimal place on shorter ranges, so we could use it for measuring stuff
Melee weapons could have attachments too; spikes/barbed wire, neurotoxin injector, heating coils
Clothing attachments: Pouches (ammo, carrying capacity), spikes/studs (damage brawl attacker), armor plates, lining…
More on that under ‘Clothing’
Weapon and Clothing mods can be swapped freely at appropriate vendors as a paid service.
1.4 Ammunition
Ammunition, as mentioned above, is now the ‘carrier’ of damage-type related stats.
Ammunition is available in 7 variants, 6 sizes and for 3 weapon types, for a total of 102 different ammunitions.
To accommodate for this plethora of ammunition, there is an ammo tab in inventories,
And ammo is no longer limited by a hard cap, but instead has weight & is limited by how much you want to/can carry.
This is a mix of how it works in the sourcebook & how it’s handled in the game.
Weapon Types:
Power: Standard, bullets do ricochet and over-penetrate soft targets
Tech: Caseless flechettes, not available as armor-piercing because they do by default when charged, not available as rubber because it’s not railgun-compatible (no metal)
Smart: Guided projectiles, not available as armor-piercing because the projectile velocity is too low, not available as rubber because the projectiles can be set to be non-lethal
Variants:
Normal – deals basic damage, amount of damage is defined by the weapon
Rubber – doesn’t affect integrity (cannot cause critical injuries), non-lethal, cannot ablate/damage armor
This type is available from the start of the game, non-lethal mods are replaced by this
Armor piercing – ablates armor x2, maybe deals damage trough armor to HP (-50%), can also over-penetrate armored targets
‘Special’/Damage type ammunition: all 4 are less (or not) effective against armor and don’t over-penetrate targets
Expanding – Hollow point/plastic tip, but more akin to ‘RIP bullets’, deal physical damage with a high chance of bleeding, less effective against non-human enemies, higher ‘damage’ to integrity
EMP – deal electrical damage with a high chance of shock, very effective against non-humans, can cause cyberware/device shutoff
Ballistic acid – deal chemical damage with a high chance of poison, less effective against non-humans
Incendiary – deal thermal damage with a high chance of burn, less effective against non-humans
Sizes:
Medium Pistol – Most pistols, auto-pistols, most SMGs (please, SMGs use pistol ammo) (about 0.3-0.45 inch bullet diameter)
Heavy Pistol – Some Pistols, Revolvers, some SMGs (≥0.45’’)
Medium Rifle – All assault rifles, most precision rifles, LMGs, maybe some special SMGs (~5.56/.300BLK – 7.62)
Heavy Rifle – Sniper rifles, some precision rifles, HMGs & maybe some LMGs (~from .30 to .50BMG/20mm)
Shotgun Slug – All shotguns, single projectile
Shotgun Shell – All shotguns, multiple projectiles with spread
The generic ammo icon on weapon cards is swapped for one indicating all of the above variations.
The icon is comprised of a letter (P/T/S) and a graphic indicating the size, as well as it’s color-coded for variants
Special Ammunition should add its status effect almost with a 100% chance, but it doesn’t do any additional damage (the base dmg is only of a different type)
This is to put greater emphasis on the damage types, be thoughtful about the resistances you have and your enemies have.
Maybe there are also higher rarities of dmg type ammo, with legendary achieving a 100% chance
Normal ammunition is found a plenty, when bought, tech & smart ammo cost more than power (also more expensive to craft) maybe 1,5-2,0x
Non normal variants are a bit less common, but buyable/craftable from the start, armor piercing ammo has a higher cost, rubber a lower one
Damage type ammo is quite rare, and has an according cost to buy/craft (even higher rarity dmg type ammo would almost only be obtainable through buying/crafting)
You should almost never have to worry about normal ammo (like it is now), non-normal variants you typically have just enough of, and damage type ammo you have to specifically look for/obtain.
That is if you are using up your ammo within reason.
Some Weapons use ‘special special’ ammunition, for example the projectile launch system or the neurotoxin combat knife cartridges. Such ammo is found under this tab as well.
1.5 Clothing:
Clothing also doesn’t have levels anymore, does stack within rarity and the way armor stats work is altered.
As all NPCs drop all clothing that they are actually wearing for you to loot, there is a lot more clothing in general. Civilians & ‘common’ NPCs only ever drop common clothing.
Depending on the ‘circumstances that led the NPC to become lootable’, clothing is probably damaged, burnt or destroyed. Destroyed clothing can be looted as well, but is junk; damaged clothing you can repair &/ use.
All clothing now has SP (stopping power) instead of an armor stat
The way this would work;
The stopping power(number) of your clothes is subtracted from the damage, only dmg that’s exceeding your SP is dealt to your HP
Armor is ‘ablated’ when it takes damage, meaning its SP decreases – this is proportional to the durability of clothing items or may be the same thing.
Ablation is separate from the damage-number itself.
Other than in the book, not every weapon ablates the same amount of SP, it is instead balanced taking the firing rate and single shot damage (likeliness of dealing dmg trough armor) into account.
If a piece of clothing has 0 SP/durability, you can repair it. It does stay equipped but no longer mitigates any damage. Clothing you have equipped or in your inventory does not get ‘destroyed’.
You have 4 regions that can be armored independently of each other, namely Head & Neck, Torso, Arms, Legs.
Damage to any given region does only take the highest source of SP in that region/location into account, but every piece of armor in a region is ablated at the same time.
Jokes aside, here are my suggestions for Cyberpunk 2077
PREFACE/DISCLAIMER
I’ve been playing the game for almost 300h now, and while I’ve personally had a lot of fun, I find it very saddening when viewing it in the light of what it could have been. I do not intend to bash or pick it apart in any way – I’ll be trying to just list some suggestions without pointing out the underlying problem. You might have experienced it for yourself or seen enough videos about its problems and bugs anyway. No “this” and “that” is Bad, so change it to [idea]. I leave that up to each person themselves to judge, so I’ll skip straight to the ‘Idea’-part.
Cyberpunk has been one of my most anticipated games ever, and like with many games I’m that invested in, I can’t help but to burst with ideas. English is not my first language and I have a bit of an all-over-the-place way of thinking, along with some troubles categorizing my ideas. So hopefully, by the end you will have a holistic picture.
And last but not least, please don’t take the ‘my ideas’ to literally. I made all imagery and screenshots myself, but the text, especially the ideas in more abbreviated form, come from many sheets of paper that I took notes on while playing, reading through this forum & reddit & watching a ton of videos – so even though I consider them to be unique at least in phrasing/variation, they may very well range anywhere from ‘you read this x times before in some way shape or form’ to ‘this clearly takes influence from x’
Some Ideas and concepts come from the Cyberpunk RED Sourcebook or take influence from it,
as I find some systems could improve CP2077 massively by just adapting them into the game almost 1:1
But as RED is another IP I don’t want to infringe on in any way, the 1:1 stuff is only hinted at or I try to explain in as little detail as possible.
Anything written here is explained in my own words, I’ll try my best to denote influence from RED by marking them with color.
Most of those suggestions are me trying to ‘translate’ the PnP systems into video game mechanics or merge them with the ideas and concepts of how it works in CP2077,
as well as adding my own twist and ideas to it. If you want to know how this stuff is done in RED in greater detail + additional lore and info, I recommend getting the book yourself.
Having said this,
This is going to be a very long read, I’m eager to hear your thoughts!
I found out I can have max. 25000 characters per thread, so I'm splitting this post into multiple pages ( 10 total )
The section colored yellow is what this page contains, numbers in ( # ) are on which page to find what.
The whole post doesn't contain spoilers, the tag is used to have stuff take up less space.
All the other pages will have this table of contents as well.
TABLE OF CONTENTS
1 THE LOOT SYSTEM ( 1 )
1.1 Items ( 1 )
1.2 Weapons ( 1 )
1.2.1 New Weapons ( 1 )
1.3 Attachments & Mods ( 1 )
1.4 Ammunition ( 1 )
1.5 Clothing ( 1 & 2 )
1.6 Gadgets & Grenades ( 2 )
1.7 Consumables ( 2 )
1.8 Junk ( 2 )
1.9 Cyberware ( 2 )
1.9.1 Health/Durability ( 2 )
1.9.2 Cyberware Interface Subcategories/’Buttons’ ( 3 )
1.9.3 Cyberware Changes & More Cyberware ( 3 & 4 )
1.10 Quickhacks ( 4 )
1.11 Item Addendum & Stats ( 5 )
2 INTERFACE (UI) ( 5 )
2.1 General ( 5 )
2.2 Inventory ( 5 )
2.2.1 Equipment ( 5 )
2.3 Map & Minimap ( 5 )
3 CRAFTING ( 5 & 6 )
3.1 Programming ( 6 )
4 ATTRIBUTES/SKILLS & GAMEPLAY ( 6 )
4.1 Body ( 6 )
5 ROLEPLAY, IMMERSION & ACTIVITIES ( 9 )
5.1 Advertisements & Vending Machines ( 9 )
5.2 Media ( 9 )
5.3 Vendors, Services & things to buy ( 9 )
5.4 Apartments ( 9 )
5.5 Romance and Sex ( 9 )
5.6 Factions/Reputation ( 9 )
5.7 Unassorted ( 9 )
6 CUSTOMIZATION ( 10 )
7 CONTROLS ( 10 )
8 VEHICLES, AI & PHYSICS ( 10 )
8.1 Vehicles ( 10 )
9 MISC/QOL ( 10 )
The section colored yellow is what this page contains, numbers in ( # ) are on which page to find what.
The whole post doesn't contain spoilers, the tag is used to have stuff take up less space.
All the other pages will have this table of contents as well.
TABLE OF CONTENTS
1 THE LOOT SYSTEM ( 1 )
1.1 Items ( 1 )
1.2 Weapons ( 1 )
1.2.1 New Weapons ( 1 )
1.3 Attachments & Mods ( 1 )
1.4 Ammunition ( 1 )
1.5 Clothing ( 1 & 2 )
1.6 Gadgets & Grenades ( 2 )
1.7 Consumables ( 2 )
1.8 Junk ( 2 )
1.9 Cyberware ( 2 )
1.9.1 Health/Durability ( 2 )
1.9.2 Cyberware Interface Subcategories/’Buttons’ ( 3 )
1.9.3 Cyberware Changes & More Cyberware ( 3 & 4 )
1.10 Quickhacks ( 4 )
1.11 Item Addendum & Stats ( 5 )
2 INTERFACE (UI) ( 5 )
2.1 General ( 5 )
2.2 Inventory ( 5 )
2.2.1 Equipment ( 5 )
2.3 Map & Minimap ( 5 )
3 CRAFTING ( 5 & 6 )
3.1 Programming ( 6 )
4 ATTRIBUTES/SKILLS & GAMEPLAY ( 6 )
4.1 Body ( 6 )
4.1.1 Strength ( 6 )
4.1.2 Annihilation ( 6 )
4.1.3 Blunt ( 6 )
4.2 Dexterity ( 6 )4.2.1 Stealth ( 6 )
4.2.2 Blades ( 7 )
4.2.3 Agility ( 7 )
4.3 Technique ( 7 )4.3.1 Crafting ( 7 )
4.3.2 Engineering ( 7 )
4.3.3 Utility ( 7 )
4.4 Reflexes ( 7 )4.4.1 Firearms ( 7 )
4.4.2 Tactics ( 7 )
4.4.3 Reaction ( 7 )
4.4.4 Ricochet Targeting ( 7 )
4.4.5 Charged Tech Shots ( 7 )
4.5 Intelligence ( 7 )4.5.1 Hacking ( 7 )
4.5.2 Programming ( 7 )
4.5.3 Cleverness ( 7 )
4.5.4 Netrunning ( 8 )
4.6 Cool ( 8 )4.6.1 Style ( 8 )
4.6.2 Composure ( 8 )
4.6.3 Charisma ( 8 )
4.7 Other ( 9 )5 ROLEPLAY, IMMERSION & ACTIVITIES ( 9 )
5.1 Advertisements & Vending Machines ( 9 )
5.2 Media ( 9 )
5.3 Vendors, Services & things to buy ( 9 )
5.4 Apartments ( 9 )
5.5 Romance and Sex ( 9 )
5.6 Factions/Reputation ( 9 )
5.7 Unassorted ( 9 )
6 CUSTOMIZATION ( 10 )
7 CONTROLS ( 10 )
8 VEHICLES, AI & PHYSICS ( 10 )
8.1 Vehicles ( 10 )
9 MISC/QOL ( 10 )
1 THE LOOT SYSTEM
All NPCs carry, wear, use, attack with and drop anything you see them having.
Be it a soft drink they got from a vendit, or legendary cyberware from a boss; no common guns dealing insane damage because of difficulty settings.
1.1 Items:
Items in general are handled a bit more realistically, most of them should have feasible weight (except shards, quest items…) as well as varied & balanced pricing.
Gear can be stripped of all mods (that you can remove) and attachments on a button press.
Gear has durability and can be repaired; damaged items perform worse and are worth less.
Better gear should be harder to obtain (mostly boss & quest rewards)
Always ask or warn before selling/scrapping Iconic Items
Most items (where sensible) that you can equip have further options
The options are found in the interface that comes up when you click on an individual equipment slot
These may include: setting the hood of a jacket to be don/doff, configuring your scope reticle, settings for cyberware or mods…
Item Cards:
The item cards are slightly altered to accommodate several changes.
In the upper left corner, there are still up to 6 mod slots, but weapon attachments aren’t considered mods anymore.
The upper right corner shows the state of an item. Items can be marked as ‘Favorite’, ‘For Sale’ and ‘For Disassembly’, in addition to the default ‘Quest Item’, ‘Owned’ & ‘New’.
They can be marked when picking them up, or in the Inventory. ‘Owned’ is shown where sensible, especially on blueprints in shop inventories.
Favorite items cannot be transferred, sold, dropped or disassembled.
Marked items can be sold/disassembled at vendors’ respective crafting benches with a button press (all of them).
The rarity-strip now holds a durability bar for gear items and a small ‘x’ for when it’s broken.
In the lower left corner, there’s still the item amount, but it has a black backdrop or outline for legibility (ex: overlapping the image).
In the lower right corner, in addition to ‘equipped’ (which looks like before), the states ‘preview’ and ‘assigned’ have been added (with the triangle-shaped corner).
‘Preview’ is yellow-themed and has an eye-icon in the corner. It’s for equipping not-owned items in vendor previews.
‘Assigned’ is light grey-themed and contains the number of the loadout the item is assigned to.
There are also up to four attachment slots with icons that share the attachment’s rarity color.
A lot of the already mentioned features are explained in more detail later on.
1.2 Weapons:
Weapons don’t have levels anymore. They’re distinguished by type, rarity and attached mods.
So a legendary modless weapon has the exact same stats if you find it at lvl 1, versus finding it at lvl 50.
The rarity of a weapon is defined by the materials & components it is made out of.
Weapons don’t stack
As the stat numbers don’t increase as much without leveling, they are in a range that ‘feels’ both satisfying and allows for diversity between different weapons.
Also they are balanced from there so every weapon has a reasonable TTK. (maxed out skills, cyberware boni etc factored in!)
The damage-type stats are no longer on the weapon, but on ammunition instead.
Bladed and blunt weapons keep their physical damage & bleeding chance as base stats.
The headshot damage multiplier remains on ranged weapons as a base stat and can be changed via weapon mods.
Crit damage & -chance come mainly from mods & perks/skills, but can be a base stat on some weapons.
Recoil, accuracy/spread and range should be reintroduced as stats on the weapon.
I’m not too sure about ADS accuracy/spread, but I think this could be handled much better by damage drop-off with distance, bullet drop & recoil.
By reintroducing it I mean have a stat shown on the weapon, if it’s there to stay.
Bloom when hip firing I think is in a good place, most weapons are accurate on their first shot except ones that should not be.
All remaining stats are also ‘base stats’;
Base stats also only differ on different weapons or between different rarities.
Base stats are round/whole numbers, preferably with a zero, to see at a glance if a weapon has mods or not.
Generally, there is no more need to compare same items without mods with each other.
You know better rarities are always better, and you see if an item is modded when it’s still on the ground.
This would also fix level 1 weapon drops with stealth and make iconic weapons more worthwhile
Ranged weapons can hold up to 4 attachments, depending on its type & model
They may misfire/jam when their durability is low or they are broken
Most firearms have an alternate firing mode, switchable pressing (B)
Power Weapons: semi-automatic / burst or full auto
Tech Weapons: concentrated or dispersed flechette
Smart Weapons: concentrate on one target/ disperse evenly across multiple targets
When you hold (B) it opens the weapon-options wheel, where you can;
quick-detach/-attach a suppressor | change the firing mode | switch scope mode | select the ammo type/damage type
A quick-detached silencer remains equipped on the weapon itemcard, change it like normal
Switching scope mode could change its magnification level or enable/disable thermal-/night vision
Misc. (ranged weapons):
A movement-impeding ‘Backpack’ option that holds 1000 rounds & can be connected to fully automatic (heavier) guns, eliminating reload
For assault rifles, LMG & HMG, maybe some SMGs as well
Nekomata should wobble way less when charged
DR12 Quasar & RT-46 Burya’s Iron sights aren’t aligned
1.2.1 New Weapons:
The Weapons are very cool imo, I really like how they look and that there are so many different models– let there be even more
The Thermal Katana from the weapons trailer
Combat knife with neurotoxin cartridges
More polymer-one-shots (that are actually viable, for what they are)
The Budget Arms CRISP-er Flamethrower seen in ingame ads
More LMGs and precision rifles (some DMR-like ones)
The Midnight Arms SOR-22 would in my opinion be the perfect contender to have a LMG version.
Its model would only be slightly altered, mainly by having weight reduction holes cut into the barrel guard (& so you can see the barrel getting hot), having a biped and accepting a boxy- drum magazine.
It would fire fully automatic at about double the firing rate (400rpm/6.66rps, the SOR-22 actually fires about 200rpm/3.33rps), with less but still significant recoil and have a 40-round magazine by default, using heavy rifle ammo.
The sound it makes is largely left unaltered but sped up x2, I love how mighty the SOR-22 sounds.
This weapon from the 2012 teaser trailer, it seems to be a bullpup assault rifle, but could also be implemented as a LMG
(We also got the ‘crusher’, which is shown in this trailer)
The ‘missing weapons’, to have one of each type for each category, that would be:
SMART: precision rifle, LMG, HMG, revolver
TECH: assault rifle, LMG, HMG, SMG, shotgun
I’m thinking of a very heavy railgun as Tech HMG, as well as very fast firing assault rifle(s) & SMG(s)
The firing modes on full-auto Tech weapons could be merged with power weapon firing modes. (just these guns)
So the first mode would be non-charged full auto with dispersed flechettes,
The second one is charged, with weapon behaviors ranging from
‘semi auto per-shot-charging’ or ‘burst per charge’ to ‘wind up charge, then full auto’ – concentrated flechettes in any case
Or, additionally, some could have a decreased (full auto) firing rate in charged mode, with a very short charging time before each shot
Heavy and special weapons
Panam’s rocket launcher (or the model she uses)
Exoskeleton plasma gun (if you are strong enough to carry the attached energy unit too)
I’d also really like to see the player to be able to build weapons from modules.
For example; The D5 copperhead & sidewinder, DB-4 Igla & DB-2 satara, all DB-shotguns sharing the same stock
You would be able to convert weapons between being power, tech & smart weapons by swapping modules.
Helix SMG:
I found myself wishing for a really fast firing SMG, so I made one.
It has 100 rounds in a helical/spiral magazine, three rotating barrels and a firing rate of 1800rpm/30rps. (goes brrrt)
It’s a power weapon, needs a short amount of time to spin up and can overheat. It has very substantial recoil.
Its magazine is spring loaded, auto-ejects when empty and can be reloaded while you hold down the trigger.
(spring loaded as in the magazine jumps out, the follower is turned by an axle linked to the rotor via a trigger actuated ‘clutch’ gear)
Instead of semi auto, the secondary firing mode sets it to 750rpm/15rps. Also, it can mount a suppressor, but needs a custom one with the shape of a rounded unilateral triangle.
The magazine should be transparent to let you see it getting emptied
As I’m no designer, I leave its detailing, texturing & futuristic look up to your imagination.
It’s just about 43cm long (stock collapsed), the body is exactly 30cm long without the metal plate
The motor sits in the grip and spins the rotor at 600 rpm, the battery pack is in the foregrip
It fires at 6 o’clock, rotates counter-clockwise & would weigh ~1,5kg less when it’s empty
It’s designed so it could in theory actually function, firing ~70x .45 ACP or 100x 9mm NATO
(that is if it had all the small parts & it wouldn’t have an exposed rotor which is just for rule of cool)
I think however it wouldn’t be sensible/useable irl, spraying 100 rounds all over the place in seconds
1.3 Attachments & Mods:
Common attachments only have their basic stats (scope zoom factor, suppressor stats, magazine capacity etc)
Uncommon and up have the same bonus stats per rarity (but no 0.01% stats). All same mods/attachments stack.
Attachments and mods have weight. Some attachments like muzzles/suppressors have durability, where sensible.
Give all mods a descriptive subtitle, ex: “Ranged Weapon Mod”, “Cyberware Mod: Gorilla Fists” not just “Mod”
Attachments and mods preferably have/add stats that are multiples of 5.
More ranged weapon mods; flashlights & lasers, stocks, other muzzles, extended- & drum magazines
Epic Silencer (-10% x2,5) Legendary Silencer (-5% x2,5)/ (-15% x3)
Don’t have NPCs drop weapon attachments, have them be on the weapon they drop
Clothing & gun mods can be swapped out at clothing/gun shops, later at crafting benches(skill/perk)
Below are a few icons for possible weapon attachments, the icons could either be specific or one-for-all
The targeting unit on smart weapons could be a swappable attachment, without one it loses its smart weapon targeting and acts like when you have no smart link installed.
The targeting units vary in their targeting capabilities and have different sized and shaped ‘reticles’.
Scopes:
[BUG] Some scopes aren’t aligned with the screen center; you can see this well with an aim point. The guns shoot exactly at screen center though.
I noticed this on the ‘Hyakume’, on the ‘Kanone Max’ which also (annoyingly) has a misaligned inner cross, and the ‘Kanone Mini’
The others seem to have ever so slight, almost negligible inaccuracies that seem to change depending on the weapon. (I tested all scopes, but not on all weapons)
Scopes, especially or exclusively sniper scopes should have a laser rangefinder that’s displayed on the scope
Even cooler would be if the rangefinder had a high accuracy & displays a decimal place on shorter ranges, so we could use it for measuring stuff
Melee weapons could have attachments too; spikes/barbed wire, neurotoxin injector, heating coils
Clothing attachments: Pouches (ammo, carrying capacity), spikes/studs (damage brawl attacker), armor plates, lining…
More on that under ‘Clothing’
Weapon and Clothing mods can be swapped freely at appropriate vendors as a paid service.
1.4 Ammunition
Ammunition, as mentioned above, is now the ‘carrier’ of damage-type related stats.
Ammunition is available in 7 variants, 6 sizes and for 3 weapon types, for a total of 102 different ammunitions.
To accommodate for this plethora of ammunition, there is an ammo tab in inventories,
And ammo is no longer limited by a hard cap, but instead has weight & is limited by how much you want to/can carry.
This is a mix of how it works in the sourcebook & how it’s handled in the game.
Weapon Types:
Power: Standard, bullets do ricochet and over-penetrate soft targets
Tech: Caseless flechettes, not available as armor-piercing because they do by default when charged, not available as rubber because it’s not railgun-compatible (no metal)
Smart: Guided projectiles, not available as armor-piercing because the projectile velocity is too low, not available as rubber because the projectiles can be set to be non-lethal
Variants:
Normal – deals basic damage, amount of damage is defined by the weapon
Rubber – doesn’t affect integrity (cannot cause critical injuries), non-lethal, cannot ablate/damage armor
This type is available from the start of the game, non-lethal mods are replaced by this
Armor piercing – ablates armor x2, maybe deals damage trough armor to HP (-50%), can also over-penetrate armored targets
‘Special’/Damage type ammunition: all 4 are less (or not) effective against armor and don’t over-penetrate targets
Expanding – Hollow point/plastic tip, but more akin to ‘RIP bullets’, deal physical damage with a high chance of bleeding, less effective against non-human enemies, higher ‘damage’ to integrity
EMP – deal electrical damage with a high chance of shock, very effective against non-humans, can cause cyberware/device shutoff
Ballistic acid – deal chemical damage with a high chance of poison, less effective against non-humans
Incendiary – deal thermal damage with a high chance of burn, less effective against non-humans
Sizes:
Medium Pistol – Most pistols, auto-pistols, most SMGs (please, SMGs use pistol ammo) (about 0.3-0.45 inch bullet diameter)
Heavy Pistol – Some Pistols, Revolvers, some SMGs (≥0.45’’)
Medium Rifle – All assault rifles, most precision rifles, LMGs, maybe some special SMGs (~5.56/.300BLK – 7.62)
Heavy Rifle – Sniper rifles, some precision rifles, HMGs & maybe some LMGs (~from .30 to .50BMG/20mm)
Shotgun Slug – All shotguns, single projectile
Shotgun Shell – All shotguns, multiple projectiles with spread
The generic ammo icon on weapon cards is swapped for one indicating all of the above variations.
The icon is comprised of a letter (P/T/S) and a graphic indicating the size, as well as it’s color-coded for variants
Special Ammunition should add its status effect almost with a 100% chance, but it doesn’t do any additional damage (the base dmg is only of a different type)
This is to put greater emphasis on the damage types, be thoughtful about the resistances you have and your enemies have.
Maybe there are also higher rarities of dmg type ammo, with legendary achieving a 100% chance
Normal ammunition is found a plenty, when bought, tech & smart ammo cost more than power (also more expensive to craft) maybe 1,5-2,0x
Non normal variants are a bit less common, but buyable/craftable from the start, armor piercing ammo has a higher cost, rubber a lower one
Damage type ammo is quite rare, and has an according cost to buy/craft (even higher rarity dmg type ammo would almost only be obtainable through buying/crafting)
You should almost never have to worry about normal ammo (like it is now), non-normal variants you typically have just enough of, and damage type ammo you have to specifically look for/obtain.
That is if you are using up your ammo within reason.
Some Weapons use ‘special special’ ammunition, for example the projectile launch system or the neurotoxin combat knife cartridges. Such ammo is found under this tab as well.
1.5 Clothing:
Clothing also doesn’t have levels anymore, does stack within rarity and the way armor stats work is altered.
As all NPCs drop all clothing that they are actually wearing for you to loot, there is a lot more clothing in general. Civilians & ‘common’ NPCs only ever drop common clothing.
Depending on the ‘circumstances that led the NPC to become lootable’, clothing is probably damaged, burnt or destroyed. Destroyed clothing can be looted as well, but is junk; damaged clothing you can repair &/ use.
All clothing now has SP (stopping power) instead of an armor stat
The way this would work;
The stopping power(number) of your clothes is subtracted from the damage, only dmg that’s exceeding your SP is dealt to your HP
Armor is ‘ablated’ when it takes damage, meaning its SP decreases – this is proportional to the durability of clothing items or may be the same thing.
Ablation is separate from the damage-number itself.
Other than in the book, not every weapon ablates the same amount of SP, it is instead balanced taking the firing rate and single shot damage (likeliness of dealing dmg trough armor) into account.
If a piece of clothing has 0 SP/durability, you can repair it. It does stay equipped but no longer mitigates any damage. Clothing you have equipped or in your inventory does not get ‘destroyed’.
You have 4 regions that can be armored independently of each other, namely Head & Neck, Torso, Arms, Legs.
Damage to any given region does only take the highest source of SP in that region/location into account, but every piece of armor in a region is ablated at the same time.
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