QUOTE (Cardul @ May 19 2010, 10:08 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
If that were true, that means that it would be being worked on now, since a new edition takes 2-3 years.
I remember it being said previously that there were no plans for an SR5. Admittedly, I could see 2012
being a year to release alot of cool stuff for the setting, maybe even a sort of "Retro Edition" with rules
for using the SR4 mechanics back in older periods of the game world.. Sort of like how L5R's new edition
is supposed to be Timeline Neutral.
I seriously doubt that it'd take 2-3 years to write a new SR5.
Let's be honest, SR4 only *really* needs two areas to be worked on. The first is rigging and vehicles, and the second is Matrix. Everything else generally works pretty damn well. Remember, SR2 & 3 were so similar that the books were nearly interchangable.
Rigging/vehicles needs consistency, and the Matrix rules need a complete overhaul with a single, coherent design intent in mind. No more trying to have it both ways where you try to make a simulation and an abstraction at the same time. You start with the question: "What should the game experience of the Matrix be?" There's no "wrong" answer unless you come up with too many answers. Frank Trollman's Ends of the Matrix strikes me as a very "simulation"-esque approach, while my suggestion to run the Matrix as something abstract in the extreme using a "chase" system was intentionally the opposite end of the spectrum. Part of this answer will of course come from examining the rest of Shadowrun and it's systems to determine an overall level of simulation vs abstraction, and can serve as a starting point.
SR 4 (and I'll be honest, SR3) strike me as not having asked basic, fundamental questions like that. The setting is fleshed out wonderfully, and there's lots of detail, but the game itself seems to be missing it's core identity. My memory of SR1 & 2 are hazy, but there seemed to be definite moods and themes that as others have said have become outdated, commonplace, or trite. They've been laid down and I don't feel new ones have been developed. There's no easy reason why, and nobody to blame (if you can even "blame" someone for this, it's arguable that this is what happens to any ongoing story line if it runs long enough), but it seems to be running under inertia. The game evolves instead of being designed with the last couple iterations. Again, it's fine to let a game evolve so long as you check in once in a while to make sure the beast you've created is moving in a desirable direction.
Anyway, enough of that tangent.
Personally I'd like to see weapon damage move back to somewhere between SR3's damage codes (no floating TNs though, maybe instead of the floating TN to soak you have a soak pool modifier) and SR4's current damage ratings. I'd like to see the equivalent of L, M, S, D back again, which would probably mean static health levels. But that's a personal wish more than "this needs addressing".
Other than that, you essentially have most of SR5 written already. You'd write the fiction/setting, you'd get the artwork and layout, and let the mechanics that work stay by and large. You'd do some SOTA stuff, tweak cyberware potentially, and go from there.
I'd say 6 months to a year tops of earnest work if you ordered it right (ordered artwork before writing began, etc) and had the funds to run the development parallel. I might push it an extra six months and give it rigorous testing with min/max freaks, munchkins, nebbish number crunchers, and just about every "broken" player type I could think of (which I think describes half the people I game with) to see what the rules will do when they hit the public.