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But I can see how it could tie in with a revamped crime and punishment system, perhaps with blackout periods for V which increase in frequency. Not sure how fun it would be to actually play though, most of the tension seems to be at the tipping point into full cyberpsychosis rather than endlessly having to take your meds.
What if you could have your own gang and buy them cyberware and THAT would be a risk if they chrome too much, you could organize gang assault or ambushes on convoys, sniper assistance mid gig, get a cut of gigs your crew completes, cuztomize their appearances, have your own logo, build a base, defend it from time to time.
so the ability to be a real overlord and manage your own gang... i like that but i think it strays a bit too far from the focus of the game.
V has V's challeges and problems, and the risk of going psycho is not one of them within the playable time-span of the game (even if we exclude the fact that it's a game, and that you can't actually get enough cyberware even with all the slots filled).
Unless i can actually chip myself to hell i don't wanna see anything to do with cyberpsychosis with my damn V....we already chip pretty well but no where near cyberpsychosis level so having that added would just be pretty silly imo.
In Pondsmith's Cyberpumk tabletop, compared to would-be game competitor (and some say source material MP took from JW Weisman's Shadowrun, the same as a certain muscular ripperdoc tells you in cy77, the concept of "you" is your Essence - the more implants, the less you are "you"... and cyberpsychosis is what Shadowrun calls cyberzombies, when your implants exceed your essence, you're a shell now dead but not dead, walking hybrid mechanical/organic computer... and the corps will buy these people like objects and jam more weapons and implants into them and use them like mechas. think autonomous Adam Smasher.
Anyway it SHOULD have some effect, it should cap how much Intelligence can be leveled, for instance, and slow down the accumulation of perk experience. but it's a game meant for broad appeal not mountain dew drinkin' die rollers in meatspace using their, ugh, imaginations.
There should also be fumble rolls, dropping weapons, falling for no reason, dud grenades and bullets, mistaken identity and cops just open fire on you, etc. but there's 0.015% of us that would care.
The only way that kind of stuff makes it into a game is when profit motive is secondary, and your vision is first... and when in your lifetime was the last time you saw that?
not sure how they would do it in the video game.
More accurately you had 10 times your empathy stat, which most people jacked up to 10 (the max) to take as much cyber as possible. In the newest edition Cyberpunk RED the stat cap is 8 and they kept it at 10 times the stat, so without house rules that cap went down to 80.
Maybe when certain implants activate he could even have a few voicelines to show he's the one allowing them to happen without breaking your brain.