What if instead of combining mutations into mixed ones, you acquired them in good/bad pairs, that, if removed, are removed at once?
That’s not done with health, and for the most part, not with clothes. Also, the current bionic system does not take those into account either, so your argument is extremely, extremely moot.
The point here is that uncapped systems are always flawed on either of the two earlygame-endgame scale ends. You either design them with earlygame in mind, where they’re useful, viable to obtain, and utterly, utterly overpowered lategame, or you design them with lategame in mind, where they’re very hard to obtain early on, and useful but not overpowered later on. As of right now, in Cataclysm, worst approaches of both are combined - bionics are useful earlier on, but damn tough to obtain, later on they become extremely easy to obtain, with some being super powerful(power creep right here) to offset the fact that you can obtain the lower-end ones trivially. And honestly, unlike in a game with levels, here all you need is some easily approachable grind to obtain them. There are no choices to be made, and the system is unsatisfying, prone to power creep, with balance all over the place because of he early-late game dichtomy.
If the system had slots, the following would be taken care of: Drasticity of wasting a bionic earlygame, lack of choices to be made, running out of bionic screen letters, becoming a demigod, lack of lategame choices, inviability of allowing the player to use bionics early(due to how OP they are without limits) - it would be possible to add lower-end consumer bionics that later on could be replaced, unlike now, where it would result in 1+1+2+2+5 total stat bonuses from all the bionics.
That’s not what I’m proposing. I’m proposing making the player less all-powerful, and that is always a good idea.
The thing here is, that repairing a powersuit, or even a crucial part of a high-tech liquid-cooled full-auto weapon, is laughably beyond anything a survivor could do, even if they rebooted an entire science lab.
Heavily damaged parts, dynamically generated “Piece of [item]” for utterly destroyed, which would be possible to melt down, but not outright transmute into something else.
Not everything is crucial to have, and that should be reflected in the gameplay style. As of right now, virtually everything is relatively easy to acquire, leading to every longer-running game ending up essentially the same. The most fun part of great roguelikes is that what you find, especially early on, decides how your playstyle will look. As of right now, in Cataclysm, after 3-4 day mark, virtually no substantial differences in playstyle exist anymore.
For an example, I found a road roller few succession-style characters into my world, and installed roller drums on my deathmobile. And before that I found a military vehicle. Was that fun? Damn yeah. If they were manufacturable, I’d just min-max my way to them. I’d hunt down few animals, stock up on food, set up funnels, and grind my way to everything. And so would everyone else who played the game more than few times, because if you’ve been to the lategame, that’s where you want to be.
Yeah, I’ve been a superman for 5 years now #sarcasm
First off, it’s not, and second off, it leads to a couple of extremely nasty design problems. First off, it makes lategame boring, because at some point, zombies, houses, even cities themselves, become filler, content that’s not even worth your attention. Second off, to prolong the game, you end up adding more content, but that content isn’t ubiquitous between stages of the game. It’s either earlygame, midgame, or endgame. Or endgame of endgame. You end up with a tier system, where everything below your level may as well not exist. It’s wasteful. You could add 100 pieces of armor with interesting effects to the game, and 99% of players would only ever use 5 of them. And third off, a tiered system works in other games for a simple reason - game areas are tiered as well, and so is game content. That’s not the case in Cataclysm. As you grow stronger, majority of the map simply becomes filler. Boring, boring, filler. And so do most items that you can find. Instead of finding something new and being excited, you find something new and not even look at it because it’s worse than what you’ve got.
I’m not going to claim I’m correct about everything I proposed, but game design is the only thing I’m more crazy about than programming. I’ve been reading every single piece on game design that I’ve seen for years, I’ve played hundreds of games for the sole purpose of analyzing them and deconstructing their mechanics. I firmly believe that I have at least a rough idea as to what I’m talking about, and what effects on gameplay it would have. I believe that making various content less crucial, more expirable, more easily accessible, but harder to find and with more use conditions, as well as much less tiered, would result in a game that would have much more playstyle variety, would be easier to balance, have less irrelevant content, be more challenging with less instagib necessary to keep up the challenge, and where the game ends not when you become too overpowered to be entertained, but where you run out of the last bits of content to see and play the last playstyle possible.
Sorry for the wall of text semi-irrelevant to the topic, and for the potentially aggressive tone. I tend to get randomly agitated sometimes.