Would it be strafe running, or would it be free running (Like MGR) or another method?
Running while facing the enemy (as much as the body can turn).
How would you expect the inputs to be done based on how movement/lock-on is done?
I would make it so that signature moves aren't lock-on dependent.
I may consider some moves easier to input when lock-on is activated.
How do the attacks target?
One weakness of MGR is that locking-on to the enemy
does not make Raiden automatically face them.
Meaning parrying and so on still requires you to correctly tilt the stick towards the enemy.
Even if you get the timing right, if the enemy forces you to some awkward angle, you're screwed.
Is the lock-on mainly for camera control or is it also used for attack direction?
Having the characters face the locked-on enemy can be helpful, like if the character wants to deflect an attack with his weapon or perform a counter attack.
Even if the enemy is large, you could make it so that you can lock on to separate parts.
For example, the final Savior battle in DMC4.
Nero can lock-on to the hands he needs to Buster, so can conveniently face it for a proper Buster counter. In Nero's case here, of course he needs to lock-off for the Buster but locking-on helps him face the hands.
How would toggle work with things such as switching targets?
Some options:
-Tilt left analog to desired target and press L3 to switch.
-Tilt to desired target with the right analog (camera control is locked to the enemy, so right analog movement is freed up for lock-on switching).
You turn off lock-on by pressing the lock-on button again.
Also, one thing that needs to be mentioned:
"Locking on to the enemy" and "camera centered on the enemy" are
two different things.
Even though developers included a lock-on function, they can screw up by forgetting to add line of codes to make sure the locked-on enemy is also centered on the camera.
For example, the battle with Vergil throughout DMC3.
Even if you're locked on to him, he can still disappear off-screen.
You have no control over the camera throughout the fight and at the mercy of the awkward angles he will come from.
Sometimes, "centered on camera" is activated without the need for lock-on.
For example, the battle with Angelo Credo or Berial.
The game makes sure they stay on camera, whether you're locked-on or not.
Normally, the camera automatically centers on Angelo Agnus but when he summons other demons into the fight, the camera-assist turns off, so that you can focus on other enemies if you want.
So, for those complaining how lack of lock-on makes it harder to center the enemies on-camera in DmC, it's nothing to do with the lack of lock-on.