Bio mods and cyborgs. other stuff
Someone was talking about this earlier and got me thinking. How about more incentive to kill certain enemies? Humans are worth killing for loot and someone mentioned having them carry money which might incentivize simply letting them surrender more often. Currently dogman drops are barely worth carting back if you are far afield. How about a DMC bounty on these creatures? They could drop ears to be cashed in at the junk market.
Cyborgs/robots as a new enemy. Could find bio modification items and charge on them.
New bio mods would be awesome:
*A wrist blade to replace fists. Could be switched to plasma mode to dish out damage at high charge cost.
*A built in nanomedkit slot that must be replaced upon use and can be activated once when near death.
*Alert heightening sensors that consume charge. Would make camping less tedious.
*Consider altering eye augmentations to require charge(Perhaps more efficient than Goggles?). Currently they make the game a little too easy and I opt for goggles to keep the game challenging.
I was thinking these things would better fit the theme of the game if they had to be managed and all consumed charge. Could turn some on and off to save charge.
Also it would be cool to make a biomod Inventory so that not all mods would fit. Could have resource managements such as computing capacity and max powersupply to limit these.