Thanks for your reply Su
Ummm ...
The design and balancing work is already done ... CP2020/FNFF.
I thought about that when I wrote my original post but didn't comment on it specifically because it was already very long and I simply don't think it effects my main point; that it would require a large amount of work, or at least it would if it were to reach the level of engagement that I suspect CDPR would demand. Otherwise it risks feeling like some kind of hastily applied bandage, imho. Just a gut instinct.
As often as you want ... it's a pause to allow the player to select the target for the character skills to be applied to. You could permit actions to be queued, but it would be much easier to just default back to AI control
I agree. Queuing would require far more work. I mentioned it because of KofOR and because queuing is a means to less pausing. Not that pausing is inherently bad.
What about them?
There's a pause option in combat, it's not being turned into a turn based game.
I WAS referring to jumping etc, in the context of pause/unpause COMBAT, specifically if queuing were involved for people who have difficulty with 'twitch' gameplay. Moving long distances in a large area with verticality would require some kind of navigation system. I think it's quite interesting to imagine how it would work but I guess it's a moot point now since you don't seem to like the queuing idea anyway. Fair enough.
Need? Probably less then 5%, those with physical limitations that make FPS games difficult or impossible to play. Want? Any RPG fan. How many of those there will be we can only guess.
Well, I mentioned the poll results precisely because the figures do seem to hint that they are in a small minority. Which really surprised me tbh.
That's in spite of the fact that this should be one of the best places to get a far larger vote for pause gunplay. I believe you yourself mentioned in a post somewhere that there are 'a lot of old farts here who like traditional RPG combat' or words to that effect. Forgive me if I'm not remembering that correctly. My point stands regardless.
Any RPG fan? Sure.
ALL RPG fans? I doubt it. After all, I'm an RPG fan but I'm not fussed. I suppose one could give me the old 'no true Scotsman' bit here. Go ahead, I can take it
So again, from CDPR's point of view, is adding pause gunplay just too niche or out of character for their video game
interpretation of CP?
Again what "amount" of pausing? It's not mandatory to direct the characters every action, it's an option to over-ride whatever they're doing.
No complaint here.
Say you want to run across a room, bounce off the wall, turn a summersalt, and fire at the three opponents in the room. ...you just do whatever in necessary to perform those actions, and at some point in the process you pause ... select your targets ... unpause ...
I mentioned the more acrobatic stuff for two reasons.
1. It wouldn't be very straightforward to implement and would require quite some work I think, IF you desired it to be part of the pausing/queuing. Again, moot point now.
2. I was trying to gauge how much 'twitchy-ness' people would accept alongside pause based gunplay. I'm curious how many RPG fans who'd buy the game because it has VATS would then like to manually sprint, double jump, wall spring turn and then click pause while in the air to select three targets. Not that anyone would be forcing them to of course, but it seems CDPR feel it's part of the games dynamics/style so there's that bandage again.
Yes ... it really is pretty simple. You're (unintentionally) making it seem much more complex then it is.
Well, in fairness to both of us, there's a lot subjectivity here and that includes what would be considered complex.
The reason I listed so many permutations and tried to get into the nitty gritty, thereby possibly making it sound complicated, was simply to get an in-depth idea of precisely how you, or others, would go about pause gunplay.
The clearest way, and the most interesting possibly, would be for someone to give us a step by step run through of say... 41:10 to 41:30 of the gameplay trailer. That'd be rather pointless though if we're literally talking about a simplified VATS system with complete and unlimited pause. I just don't think CDPR would be happy with that. They'd want to innovate more, hence more work being involved. Again, only mho.
Now, now, deary. Maybe I should take back my thanks?

Besides, who's complicating things here? After all, what could be simpler for the developers than having a single combat mode where one merely points and shoots? Why, it's simplicity itself!
