Another one of these threads huh? Alright.
Well, credit to a new idea at least. Still, I kinda fail to see how reducing the player’s HP as they install bionics works out as ‘fair’ let alone believable. You’re not excavating chunks of your body and leaving it to the void, you’re installing new things.
I apologize for the rude attitude, it’s just these threads crop up with disturbing frequency. I’m almost certain it’s the most common “balance” suggestion with “Guns are too common” and “NERF ALL THE THINGS” in third. Personally, I find the problem is there’s nothing past the mid-game, it kinda just levels out mid-game leaving you in ‘god’ mode.
Think about it for a moment, to get to bionics in labs you usually need to first access the lab which requires surviving long enough to locate either a Lab ID (Fairly easy once you get past the “RNG has fucked you” stage) or some explosives (Bit harder, and more risky) Once inside the lab, you have to fight admittedly light “security” but to access the bionics you need either at least 3 computers skill to ‘hope’ you pass the check, 5 to pass it just about without fail.
Assuming you’ve completed the above steps, you now have a handful of entry level bionics. Power supplies, small batteries, a few tools, and maybe a couple Internal Storages. Not exactly CBM: God Mode, but still, they help. You then need to level your First Aid to around 3, or Electronics to around 6, or Mechanics to around 12 to have a decent chance of installing those low end bionics.
Now, if you’re a component butcher, you can start getting your hands on high-end bionics pretty quickly, however to do so you need to kill either Shockers, Shocker Brutes, or Bio-Operators. Which can be accomplished with moderate-end guns, or a melee weapon and the shock-proofing bionic. Both of which require some more survival time, as well as more skill and by the time you’ve started amassing your CBM: Armor to install and so on, you’ve pretty much already met (and killed) what is currently available for end-game content.
TL;DR High-Level bionics currently have no challenge to them, akin to hunting squirrels with a Barret .50 cal.
Now, some suggestions I’ve seen that seem plausible as well as might be worth implementing much later:
- Bionics becoming damaged/destroyed in combat (Problem is it’s one thing to lose a Mini-Flamethrower, it’s another thing entirely to lose a Monolecular blade.)
- Mutating after installing bionics risks damaging certain bionics (EG growing scales probably isn’t going to go too well with your ‘skin’ layer bionics, but suffers the same problem as above.)
- Mutations conflict with Bionics (Kinda hard to have Lizard IR if your eyes aren’t biological)
That said, all of the above has one common problem: You’re restricting the player and frankly, we’ve got a lot of freedom in CDDA and I think that’s one of the best things about the game that keeps me coming back every time I think I’m done.