Cyberpunk 2077 Gameplay Mechanics!
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Cyberpunk 2077 Gameplay Mechanics!

A developer from the renowned CD Projekt RED studio has been going around searching for answers about how guns might work in an RPG. Though denying any relation to the upcoming Cyberpunk 2077  title, the curious inquiry makes you think otherwise.

Cyberpunk 2077 – Gunplay

That developer is Kyle Rowley, an Associate Design Director at CD Projekt RED, who took to Twitter with these questions surrounding “Headshot” mechanics. Asking specific questions like what would happen if “You [were to] fire your gun at a human enemy 10 levels higher than you”.

Various replies then poured in with one of them proposing that the headshot be a one-hit kill, despite the differences in levels. Which does sound realistic, but would conflict with character growth, as Rowley pointed out. Who then questioned the importance of a progression system in such a game.

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Another suggested the “Skill” mechanic found in The Elder Scrolls  games, where skill strength is governed by its usage, but with a “Decaying” mechanic thrown into the mix. To which Rowley responded by bringing up the amount of skill micromanagement players would need to do and keep track of.

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This is quite peculiar especially considering that again, Rowley refutes Cyberpunk 2077‘s  relevance to his questions. So, how would you factor in gunplay mechanics into an RPG? If Fallout: New Vegas  comes to mind, then you’re not alone. But are there any other ways to structure such a component in the genre? Fire off in the comments down below.

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Cyberpunk 2077  is currently under development with a yet to be announced release date.


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2 responses to “Cyberpunk 2077 Gameplay Mechanics!”


  1. Depends on if the shots are manually aimed, or are subject to accuracy checks. For manually aimed shots, I think they should at the very least do critical damage that ignores a portion of their defense. If there are accuracy checks, it’s simple, you have lower accuracy vs higher level opponents.

  2. It is a good question. One that every RPG with guns must answer.

    Personally, I like it when everyone has set HP and weapons (guns included) do set damage. Headshots (or other weak points) should do extra damage, and maybe have additional skills and mechanics based around them. Killing Floor 2 is a good example of this. Headshots turn most weapons to oneshot kills on normal enemies while tougher targets take a lot more. Some classes have skill and mechanics for this, like the Gunslinger’s Headcracker. (Consecutive headshots increase damage but to 50%)

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