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https://www.rockpapershotgun.com/system-shock-the-oral-history-of-a-forward-thinking-pc-classic
https://www.filfre.net/2021/03/system-shock/
While I like stats -- it's a huge pity that Church seemed to have pretty much disappeared off the map completely. He's been at Valve for years doing whatever. And that was one of the main brains behind Underworld, Shock and Thief.
Some people just have a fetish for playing everything in multiplayer, even if it ruins the intended mood of the experience.
Also there is no "multiplayer mod". Multiplayer was added to SS2 by the first and only official patch, and has always been a part of it since then.
I'm with System Shock 1's thinking on this one. The "need firearms 4 to equip rifle" stuff in SS2 feels arbitrary. It was even controversial at the time, SS2 got great reviews but many though the skill system was unnecessary and archaic.
I think that it *can* work but it depends on the implementation. For instance, having a greater firearms skill should affect things like reload speed, recoil handling and weapon sway, and also have a greater effect upon heavier weapons. Skill points are kind of odd, now that I think of it, because you get these points that you allocate to abilities to level them up and there's not a lot that is analogous to real life.
I like how at the start of SS2 you had to go through training to get your initial point allocations, that made sense. But then I like how in SS1, you had to find specific upgrade implants to unlock abilities, which is very cyber-punk (and similar to a metroidvania). I like systems where the more you sprint, the more stamina you build, the more you carry and fight (via melee), the more strength you build. The more guns you shoot, the better your firearms handling becomes. The more PSI hypos you take and the more PSI abilities you use, the stronger your psychic skills become.
This way your character progression is shaped by the way you play, and it fits in more with the immersive sim concept.
While in SP everything is for your use, you need to sacrifice stuff for the other person in MP/Coop,its not like the game didn´t cater to both sides here and while it certainly was a forced afterthought, it did work good and didn´t feel as bad as other games (even TODAY) that were made with Coop in mind