Snowflakez;n10140162 said:
Assuming 2077 is a FPS/TPS RPG, how do you propose they implement FNFF?
Well, that depends. It depends on whether they implement the spirit of FNFF - nasty fights based on FBI and crime stats - or try to replicate the system.
The Cyberpunk 2020 system itself is a dice-based system where luck plays approximately 1/3 of the factors needed to succeed. Stats range from 1 to 10, skills the same, and your luck is a value from 1 to 10. This formula (Skill + Stat + Luck vs Target Number) is modified by gear, environment, movement, wounds, range, etc.
This system applies to any skill checked, and Friday Night Firefight then adds in things like fast-draw, shock/stun, auto-fire, hand-to-hand, etc.
Damage is also random, within a range and modified by things like skill, strength (for melee and hand to hand), ammunition type, etc. Damage does have a fairly reliable average value and is reduced by your characters toughness. Not much, though. Basically, don't get shot, stabbed or punched hard. It hurts.
So you might either flip to a top-down/isometric real-time w/pause or turn-based mode where you move the cursor across your shoot/stab/steal/choke/lie-to target and see what your odds are based on your stat/skill/gear/condition OR
You might use a crosshair TPS/FPS system that reads out these odds to the player - damage would be easy to randomize. Unlike in many games, FNFF is pretty easy to hit your target at close range if you're not wounded and can see your target. Actually easier than in real life, in my experience. Possibly my IRL Pistol and Rifle skills suck though.
Mostly players would see crosshair jitter only when wounded or running...and forget side stepping. That's not a thing. Running and shooting period is a bad idea.
You could also do a VATS system, although I'd prefer bullet-time modified by your Initiative total.