Several rpgs have had a game mechanic where a stat such as "essence" or "humanity", that all characters begin with the same value initially, that decreases as additional cybernetic, bionic modifications are installed. In Shadowrun, it was mainly to cap excessive cybernetics for game balance, but it also correspondingly reduced one's potential magic abilities. I'd be more interested in seeing what "Alternity" (a little known sci fi rpg published by TSR once upon a time) implemented. As one's number and degree of implants increased, the chances of a mental condition known as "Cykosis" also became more and more likely. In Rimworld terms, I'd figure that each implant would carry a value of how much it decreases one's "humanity", based on the amount of tissue it replaces, how much it alters one's performance, behavior and capacities, etc. At certain thresholds, there'd be chances of prosthophile, psychotic traits being added, maybe a new trait or disorder combining the two. Additionally, at the lower ends of the tiers, mental breaks would become very common until the pawn essentially became permanently hostile, until possibly an extended amount of therapy is performed, possibly even removal of some or all of their non-vital implants.
Another mental break could be one where the colonist demands a new implant, any implant at all, and refuses to work, resting in the best available hospital bed or regular bed until such an operation is completed, possibly even doing it themselves if self tend is checked! I am overly amused at the prospect of such. Comments, ideas, any information on how difficult implementing these would be? I know the hedefs wouldn't be too hard, but adding a new stat to all pawns and implants may be what holds this up.
Another mental break could be one where the colonist demands a new implant, any implant at all, and refuses to work, resting in the best available hospital bed or regular bed until such an operation is completed, possibly even doing it themselves if self tend is checked! I am overly amused at the prospect of such. Comments, ideas, any information on how difficult implementing these would be? I know the hedefs wouldn't be too hard, but adding a new stat to all pawns and implants may be what holds this up.