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To my great disappointment this is false, unless there was an undocumented change. Anyone "killed" by the turrets will just wake up like nothing happened in a minute or so.
Meaning and weight behind your actions. Currently, the optimal way to play the game is literally to just incapacitate everyone who is in your way, as there is no concept of death from the player's perspective. Yes, I can pretend and come up with fake roleplay reasons to not play in such a way, but it doesn't solve the issue. Sometimes you do make mistakes that force combat on you, and if I were able to actually kill citizens, I might choose to run away instead or continue my story as a killer instead of being mildly irritated by the temporal inconvenience of the situation.
Not to mention, that being able to kill citizens would open up a whole new way to play the game as a serial killer, which can also be exciting.
Just punching everyone's lights out has absolutely zero consequences and it really hurts the game.
For now I am able to refrain from doing this because I prefer immersion and roleplay over just going for the "most efficient way", which would indeed be what you describe.
But, why would I even consider bribing someone for hundreds of credits when I can just punch his light out and search his apartment and get all the info I could ever need including the ability to search his body, knowing when he wakes up there will be zero consequences for me whatsoever, as long as I am not around anymore... or I just punch him out again.
They saw our face.
Why are we not wanted by police?
The game definitely needs a significantly deeper and better crime system so the player actually needs to worry about breaking the law. From breaking and entering an apartment, to resorting to violence, this needs to mean something drastic but it just doesn't.
Leave the building for a minute - all is forgotten.
Also, say you break and enter, get caught, you fight the home owner, you run away, they chase you. A second after they stop searching/go back to normal, you can stumble into them and they have not the slightest clue who you even are.
Come. On.
Have NPCs remember you.
Have NPCs press charges.
Let the player pay fines according to that.
Let the player receive mail from city hall/court where one is sentenced to pay a fine until date X or the game is over because not paying means prison.
Hell, there is a TON that can be done with this, that was just on my mind right now without even thinking much about it.
Anti-gun players always bring this straw man argument that adding guns would ruin the game because "it would get too easy", completely ignoring that what they claim we would do, we already can do with melee weapons just fine and unlike guns they do not even have the consequences of death attached. It's hilarious.
Fines should definitely be stickier if you get caught. Way too easy to just run out of the building and have your record wiped clean. The game works best when you're scared of getting caught.
I'd like to see the game having a proper jail you can be dragged into if you are caught for crime.
Losing DAYS of investigation would be a suitable punishment; the killer kills again, evidences disappear, CCTV footage rolls over, a key witness disappears, etc...
Is paying a fine for murder or a game over if they catch you adding that much depth to the game? Is your character getting killed and it's game over add that much depth to the game? I like the idea of throwing some higher stakes in the game for losing fights or getting caught beating on somebody for higher difficulty but not really sure how kill or be killed makes that much of a difference.
I just wish people would suggest ideas that might actually add some good depth to the game instead of more mundane things like "I want to be able to kill" or "I want to be able to be killed". I want to shoot a gun or I want to drive a car. All stuff that would be cool but I want the developer spending time on expanding the detective side of the game not wasting time trying to fulfill murder hobos fantasies.
I want to be able to set a fire and burn a whole block down and see the fire trucks roll up to the house and pull out a person that is on fire save them bring them to the hospital so I can follow them and then roll that person down a flight of stairs. That would really help my immersion and the feeling like I have impact over the world.
Not to mention that PC killing NPC's drastically reduces the opportunities for murder cases to occur since a potential murderer/murder victim/mission target/mission giver would then be dead and thus removed from the pool which could potentially screw things up on a huge level in a way that the PC would never actually get to see other than having more infrequent murders.
That murder hobo statement gives me flashbacks to the D&D campaign I was apart of that went from OK to canceled in the second session. This dude got added in on the second day. DM knew the dude and usually excluded him from play because of his murder hobo fixation, but, dude swore up and down that he wasn't going to be that way, so, he rolled up a peaceful cleric. DM allowed it, dude dropped into the game, we were level 1; that broken 3.5e encounter rating system ended up tossing a juvenile red dragon beside camp, it was aggro-ed... we tried fighting it and realized "Oh, ♥♥♥♥... not so good an idea we need to stop this now." one of our PC's knew draconic and was in the process of trying to talk peace with the red dragon... negotiations just about finished, and the murder hobo showed his same old stinky colors, running in, agro-ing the red dragon again, and this kept happening until the DM got sick of it and just called the game and perma-banned murder hobo from all games. One of the things that murder hobo used to do whenever rolling up characters was to laud over how their "character concept" would be "so original" and would "add to the game" because he "loved immersing himself into the character".
immersion is when you are immersed, it can be in a fantasy world, it can be via roleplay, etc
if thomas the tank engine went through mainstreet at mach 11 loudly, it'd be disjarring and disconnect me for my immersion, it just doesn't fit with the theme
not being able to die or kill makes a noticeable gap because 'hey wait, didn't i literally cut your head off with an extremely sharp sword', albeit i would say this is more of a consequence of the combat system which i hope gets reworked in the future
You'll need BepInEx to run it, it's here: https://github.com/BepInEx/BepInEx/releases/download/v6.0.0-pre.1/BepInEx_UnityIL2CPP_x64_6.0.0-pre.1.zip
1. Extract BepInEx to the root folder of the game
2. Put the .dll file of the mod to the BepInEx/plugins folder
3. Run the game and it should be working