This is a concept that I have been planning on creating for awhile now, and I’d like to get some feedback from the community. This change is designed to add new features to the game, enhance the bionics system, update bionics lore-wise, and encourage more varied character progression.
The basics of it:
- Some bionics become wearable. Worn bionics cause minor encumbrance, and require a UPS for power. They can always be installed later.
- Bionics are installed to individual body parts. Some CBMs can be installed to more than one location, prompting the player to choose. Power storage CBMs are not tied to body parts or CBM limits.
- Cyborg kits can be found in the world, each corresponding to a body part, (arm, leg, torso, head). Limb kits can be installed twice. At least one kit is necessary to install CBMs.
- Number of allowed bionics is limited by number of cyborg kits installed.
- Some powerful bionics require prosthetics to be installed, and will not work with cyborg kits.
- Players can install prosthetic arms and legs in place of cyborg kits. Prosthetics allow slightly more CBM installations and more powerful types.
- Having two matching prosthetic limbs will eliminate mutations affecting those areas.
- Prosthetic limbs must be repaired, and do not heal or allow medkit usage. They cannot get infected.
- Prosthetic torsos can rarely be found in hospitals, but cannot be installed manually.
- New “robotics lab” laboratory finale. Augmentation machines found there can install the bionic torso. Requires all limbs be prosthetic before using. (Possibly combine this finale with the existing CBM storage room finale?)
- Rare braincase item can be used with augmentation machines if the player has a bionic torso. Crosses the “Robot” mutation threshhold. Merely harms the player if they have crossed another threshhold already.
- A Robot character gains immunity to parasites, infection, fungus, disease, wet morale, mutations, and nausea. However, food no longer has any morale effects, every body part needs manual repair, and the player suffers stat penalties for having low power.
- To be added much later: different kinds of prosthetics. (ex: robo-spider legs, robo-tentacle arms)
Nerfing bionics should be minimal. Anyone who sticks to cyborg kits should still have access to the majority of CBMs, and the advanced CBMs should not be picky about what prosthetic they can be installed to unless it makes no sense (monomolecular blade in a prosthetic leg). Maximum bionic limits ideally won’t be too restricting, but still encourage the player to upgrade more. I’ll have to experiment and take suggestions on what they should be set to. I plan to attempt all of these ideas myself, but I want to know that it is going to be worth the time that I put into it.