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Post by Cory Trese on Aug 16, 2011 10:26:30 GMT -5
genji88 -- if you are working with the Finnians you have seen the first of such buildings that are "restricted" and provide deeply discounted goods, special services and unique shops.
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Post by spectre on Aug 16, 2011 16:58:19 GMT -5
This is a couple ideas I had while posting to the encounters idea thread...
* Encounter down on their luck poor folk or orphans: leave, give them a handout, or give them a job @ X credits/day. If you give them a job/place to live, they will stay and increase your income monies at a rate of # of game-weeks with you (and leave if you can't pay them). A chance that some of the orphans may specialize into CK to help protect your zone down the line(maybe a game-year after you help them).
* A Named Baddy to harass you. RE: A Nemesis or Rival
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Post by captain nemo on Aug 16, 2011 19:39:24 GMT -5
More of a quick question.
Do you get payed more on harder levels / more difficulty ?
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Post by kazuhiro808 on Aug 16, 2011 20:14:40 GMT -5
Here's a feature i'd like to see- scripted encounters. Someone tells you to deliver a package, people jump you trying to take it. You try to do something in corp territory, they know you're coming and are looking for you. Same goes for on the way out.
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Post by Cory Trese on Aug 16, 2011 20:21:20 GMT -5
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Post by kazuhiro808 on Aug 16, 2011 21:22:34 GMT -5
Well I mean stuff that's scripted to happen while on otherwise simple jobs. As it is you stand a fair chance of doing a crazy long distance mission just by avoiding trouble every time. There should be some pre-set encounters with people who are specifically out to stop you.
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Post by Cory Trese on Aug 16, 2011 22:56:49 GMT -5
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moody
Exemplar
Posts: 298
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Post by moody on Aug 17, 2011 13:52:33 GMT -5
Was going to post this under encounters but thought maybe it would be better as a potential feature. Untrustworthy Taxi drivers. The kind that will take you to an secluded location to be ambushed by ganger's.
Just so as you don't become overly reliant upon them as a method of travel.
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Post by Grey Eye on Aug 17, 2011 15:39:00 GMT -5
Kind of a random thought, and probably in development now the I think about it (with a low light implant). When I did SR back in the day we did a lot of night runs. Something that's been bugging about the aesthetics is the it always appears to be day out. Night would add a whole new layer of options- improved stealth, worse accuracy, special encounters, buildings only open at night etc. Mostly I say this because I always picture a dark city scape with this genre.
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Post by dilz669 on Aug 17, 2011 23:02:21 GMT -5
What if you made the passes you get work like v-chips instead of being a physical object that stays in your inventory.
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Post by k0rd on Aug 18, 2011 10:04:30 GMT -5
like an RF code you can load into your deck?
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Post by genji88 on Aug 21, 2011 20:44:29 GMT -5
Achievements like in ST. Ie, implant all top of the range cyber unlocks starting character "cyber zombie" in difficult mode
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Post by LordofSyn on Aug 22, 2011 15:23:51 GMT -5
like an RF code you can load into your deck? +1 +1
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Post by LordofSyn on Aug 22, 2011 15:39:03 GMT -5
Kind of a random thought, and probably in development now the I think about it (with a low light implant). When I did SR back in the day we did a lot of night runs. Something that's been bugging about the aesthetics is the it always appears to be day out. Night would add a whole new layer of options- improved stealth, worse accuracy, special encounters, buildings only open at night etc. Mostly I say this because I always picture a dark city scape with this genre. +10 I totally agree. I understand the work needed to have a working cycle. can we compensate somewhat by at least having access to our current light/stealth level? maybe just a meter showing the average luminosity for the map tile. I know we've all seen the Heat border...but I have noticed a few other borders, and even dialog boxes that are light blue, amongst other colors. Maybe there is no relevance to the additional borders and dialog boxes to the area light field. But it sounded cool. It would make you rethink some other other areas in the game that are darker by palette. { some are gang related colors} some aren't.
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Post by Cory Trese on Aug 25, 2011 3:04:28 GMT -5
The idea for the NBZ is similar to the Gibson world of sem-gray indoor lighting at all time.
The Zone is lit with diffuse lighting from far above in the super-structure of the Dome.
The world of Cyber Knights is one of darkness and artificial lights. As we expand the player's access to the world we imagine ... as you leave the NBZ dome, more night like tile sets will be added.
We have elected to delay building a full realistic day/night cycle into CK. The facility to support it exists, but we're saving the work for the Fantasy game, where we think it will have more impact.
That's our design idea for now at least.
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