Thinking about handcuffs had me thinking about the possible induction of ‘forced clothing’ into game. I.E. items that can not be easily removed or layered. For an example let’s talk about a possible scenario.
Starting scenario: House Arrest
-Player starts equipped with an electronic ankle bracelet/monitor that encumbers one foot and periodically alerts ‘the authorities’ of your location, similar to an eyebot. (So long as you’ve moved a certain distance from your starting residence) We could also have it send an alert if the player’s blood alcohol reaches a certain level. Attempting to disassemble the bracelet would also send out an alert, as well as cause the device to emit a loud beeping noise.
Likewise there could be missions, if the bandits get fleshed out as an alternative to the refugee center, that bestow a sort of explosive collar on the player.
Continuing down this line, maybe the armor plating bionics should go this route? Requiring players to occasionally repair their plating, should the bionic take damage.
Moreover, I could see the shell mutations bestowing the same penalties (As it seems like it could be the gem of the cephalopod tree with some work) Having the shell as a physical item in game could allow players to use it as a crafting ingredient in an ‘armored shell’ recipe, or alternatively some sort of ‘ultra storage’ item by belting pouches around it. Reaching them wouldn’t be an issue with tentacles.
Thoughts?