I agree with the most recently posted trait/mutation health regeneration. The only problems it might have are
a) It would trivialize the existence of repair nanobots and other bionic regen sources unless they were buffed considerably. This is especially true once bionic body-part limits get fully implemented, as you now have the choice between a ridiculously efficient passive healing from a mutation, or a less ridiculously efficient passive healing from a bionic whose spaces could have been used by something else. Or you could use both but that would be pretty damn excessive.
b) As Neonwarrior said, that third tier one is OP as fuck.
But both of these points can be countered:
a) Bionics in general as they currently exist are already more useful and more easily obtainable than high-end mutations. This balance may change when bionic body-part slots are fleshed out, (and with the “Mutation/Bionic Interference” idea that people have been kicking around for what feels like forever). Keeping the regen traits locked to whatever trees it’s currently in should help balance it.
b) Late-game characters are already OP as fuck and as long as there isn’t anything (be it mechanics or new threats) in the game to stop them from being OP as fuck, balancing one area of the game against them is going to do essentially nothing for balance. Expanding, developing, and balancing late-game is another beast for another day, and not one that we should be too concerned about at the moment.
However, there is one more thing to keep in mind: Rapid passive HP regeneration is objectively the most useful ability in the game, because the failure state of the game is reaching 0HP on one of two body parts (disregarding stimulant or sedative overdose). If Regeneration is added to the game in this form, then there is no reason for any character build to not want to shoot for getting Regeneration, thus pursuing a mutation path that lets them access it. Maybe this falls under the “minmaxers gonna minmax” thing and is nothing to worry about, but it’s still kind of a glaring issue that doesn’t have any precedent in the game that I’m aware of.
I read through this entire thread in one go and honestly I’d have to say that Neonwarrior’s posts have been some of the most insightful and unfortunately overlooked ones here. Passive regen through mutations and bionics is totally fine because lol science fiction. But for survivors who don’t have access to those things or for players who choose to purposely forego them, the current medical system isn’t great. In the poll (useless as it may be at this point) I had to go with keeping sleep regen as it is now because while it isn’t ideal, it’s the best compromise for right now with the current system. If you’ll forgive the analogy, it’s a bandage on the wound that is the game’s currently weak medical system.
All wounds are not created equal. Sure, we have measurements in place for severity of wounds, and we have pain to simulate a general “your body isn’t working as well right now because that hit you took”, but the consequences of receiving severe trauma to a specific part of your body should be much, much different than taking a spattering of minor hits to the same place. The implementation of a MGS3-like system for severe injuries as Neon described would work for this, and once it is implemented it could work in tandem with sleep regen, and could even include First Aid Kits (along with other tools) as a valuable component, making them less of a magic all-purpose healing cookie and more of a package of valuable medical materials for emergency situations. The aforementioned cuts and bruises could be dealt with using good old antiseptic and bandages.
The main issue here would be figuring out what conditions need to occur for a survivor to receive a “minor” or “severe” wound. Maybe something related to the critical-hit system? Can the player character even get “critical’d”, per say, in the game as it stands?
This is a case where I think a system inspired more by realism could enhance the depth and strategy of this field.
Then again I love stocking up on content mods that a lot of people call bloat, I unironically enjoy Filthy Clothes, Boom Cranes, and Vitamins, and I generally support changes and additions that make CDDA less of a game and more of a survival simulator so maybe I just have chronic shit taste and an irrational realism-boner. Who’s to say?
It’s 2AM right now and I didn’t say everything I wanted to say, but I’ll try to expand on this more in the near future.