Returning to the game after some time I couldn’t help but notice that the bionic slots system is now disabled by default. Looks like the drop rates were nerfed instead and 2nd-hand bionics were made more difficult to acquire (needs a dishwasher/washing kit + autoclave now), but I still think them OP, and slots effectively limited just how OP you could get. I couldn’t find the reason why the slots limit was removed, but I suspect the hard limit was a turn-off to a lot of players. I’ve got a fun idea tho on how we could make bionics more interesting without ultimately preventing the player from sticking a million CBMs inside his body:
Reinstate slots, but make it so if you go over a certain threshold, instead of saying “sorry no more CBMs for you” the game would warn you you’re about to trade your humanity for metal, and if you proceed add some… consequences. I’m thinking when you’re just over the threshold, you can no longer remove CBMs on account of too little of your real flesh left to fill the gap. Perhaps attempting CBM removal at this point would simply result in the permanent loss of the limb in question, much like when you remove the arm-cannon CBM. This would make bionics-heavy survivor think twice about adding more stuff, cuz if you fail the installation and end up with a leaky bionic (for example), you can’t just get the autodoc to pull it out anymore, not unless it pulls out the entire limb.
If you keep adding more CBMs to a body part, you could pass a second threshold where that part is more machine than flesh, and can no longer heal through standard means, requiring instead the electronic skill, a welder and a soldering iron (possibly causing immense pain). If the body part in question is the torso or the head, the player develops a “bionic energy dependency” where running out of bionic juice causes severe illness. Then after a 3rd threshold is reached, the player would be 100% dependent on his bionic energy, essentially becoming a full blown cyborg that straight up dies if it’s batteries run out.
NPCs would react strongly to post-threshold bionic survivors, perhaps going so far as to attack on sight because the player is mistaken for a plain old robot.
I think this or something similar would add significant depth to the bionics system and bring it closer in line to mutations in terms of gameplay. Currently, if you pump mutagen in you’ll get both good and bad, but with CBMs there’s little to no drawbacks after a successful installation, and failed ones can be undone.