So I was screwing around with the debug menu mutations and made a pretty awesome handtalontipped-tentaclehorror-to-hand combatant. I also just found out that the "edge" of the map just leads to another map. Why did it take me so long to find that out? Does it go on indefinitely? Technically that means unlimited resources?
I know semi-controllable mutations have been suggested before, but they'd need to be balanced somehow. What if mutations fucked up cybernetic implants? Characters by end game would have to choose between being primarily mutant or cyborg. Majority of what both offer are already covered by tools and items, top-tier stuff is somewhat more unique like stat bonuses and time dilation. Maybe mutations are a more viable route for lower intelligence characters than cybernetics. How would the control or at least partial control of mutations be acquired?
Will battery recharging ever be implemented? Gas generators, or even a cigarette lighter charger in a vehicle. Batteries aren't exactly uncommon, but neither are rechargeable batteries IRL. Lategame you have all cybernetic tools powered by food anyway, and unlimited flashlight power via headlights. What kind of mid-late game battery sources could be added?
Cybernetics suggestion: As we have leg/movement related mutations, how about a special cybernetics one? What if one of the cybernetics packages allowed you to mount a small engine and some wheels? We already have an expanded assortment of engines, and wheels. Excellent bonus on flat surfaces, harsh penalty on anything that isn't a flat surface, takes damage over rough terrain and big penalty if the tires blow out. Can't be healed normally, must be repaired.
Tool spawning on zombies should be toned down IMO. I can clear a town in minutes, and then am given half or more of all tools in the game. Some stuff that was a lot rarer have had spawns buffed, but they're way to common now. Stuff like welders, woodaxes, bullet making equipments, etc.