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I do think a nice option that wouldn't require much dev work would be to allow players to start combat by clicking on the gun in the corner in the matrix. (Like players can outside the matrix.)
This might make dodging watchers a bit easy, so maybe only allow it on easy difficulty? Also you would be able to take out watchers before they detect you using AOE, which currently you can only do if you happen to engage a standard IC.
The Blocker IC mini-game is always the same which makes them boring after a time. Gladly they implemented the possibility to find passwords to bypass some of them towards the end of the campaign, which helps only to aliviate a bit the "I'm tired of this" feeling.
The stealth game is somewhat interesting but, due to the way that party movement works in the game, it impossible to have more than one decker in the matrix simultaneosly to create more varied missions/tasks.
Overall, for me, this version of the matrix is not better or worse than the previous version, just different, but both versions suffer from a lack of variety and could be vastly improved with more elements like puzzles, conversations/interactions with ICs and nodes and more types of programs and other gear.
2. Kill, kill.
3. Kill.
4. Profit. (vanilla Is0bel)
I'm not a decker type myself, but that recipe works too well.
That's a pretty fair critique actually, meatspace combat would get pretty bland at times if there wasn't ways to influence a fight before it begins or avoid combat entirely through dialogue. Both matrix systems suffered from this.
Eh, upgrading a deck gives about an additional 5 secs per tier on the block IC hacking and more space for additional programs/ESPs so you can get those boost/delay passive programs and still be ok in combat, which is still dependant on how many points you have in decking. There could certainly be more things it could influence in cyberspace, as I typically do pretty well with just 6 decking and the Nova deck but I do enjoy being rewarded for playing well so I dunno.
Definitely.