The random-death is a strawman, guys, no one suggested that.
Here’s the abridged discussion line for convenience:
[spoiler][quote=“GrizzlyAdamz, post:31, topic:3657”][quote=“infectedmochi, post:29, topic:3657”]Yes I figure that permanent damaged bionics that can’t be removed was harsh, still to somewhat even out with pure flesh, bionics should carry a different risk, my suggestion is once damage reach a certain threshold that bionic will cease to function and need replacement/repair. Ideally full bionic should still be better overall than full-flesh to reflect progressions in science.[/quote]
Yeah, bionics should be overall better, but only if it takes maintenance- mutations can accomplish close to the same results & require no additional equipment besides the mutagen & your body.
Bionics are targeted, modular, bleeding-edge effective but are both rare & costly to maintain.
Think rare/expensive replacement parts- (ie you can’t craft them- you have to rely on the RNG to repair damaged parts), & some kind of moderate hassle to maintain them- (bionics oil, craftable, have to administer it once a day to avoid wear/tear)[/quote][/spoiler]
So if you read that, infected kinda suggested permanent damage, (which was discussed and disagreed with), and also postulated that bionics should be overall better than mutations.
At that point I agreed, but suggested the caveat that they require maintenance & have rare parts.
Let me elaborate on that:
As far as rare parts, I mean that you would have to find these parts to repair damaged CBMs or cybernetic limbs.
—The obvious alternative—
Remove the damaged part and install a duplicate, or make due until you find one.
Keep in mind: this would only come into play if a CBM or other equipment becomes damaged/broken.
As for maintenance, I suggested a craftable recipe that you’d have to apply once a day or incur a small chance to damage your machine bits.
This is all to counterbalance having CBMs being more powerful, overall, than mutagens. Which is, itself, a suggestion that isn’t realized at the moment.
My attitude regarding CBMs & mutations is that they should each be a distinct branch of character development, but not be mutually exclusive. I and the OP differ on this, (I think), because my view favors the absolute freedom of the player to operate within reasonable bounds while the OP wants hard classes & whatnot. But I shouldn’t be talking for him.
Just wanted to make that clear.
Now that’s said, I’d like to point out this is all tangential to something else I’d really like to see happen: a volumetric rebalance of the CBM system.
Currently the PC can install everything they get their hands on, which doesn’t make sense when you’ve got internal storage, an internal furnace, an expanded digestive system and a whole host of utility CBMs & stacks upon stacks of storage units in one torso.
To fix this, two clear suggestions were made- the first being to limit them with a max number of CBMs per limb, and the second to limit them with a max volume per limb.
I advocate the latter, and would suggest ask, please reread the thread if you’re hazy on it.