- Performed on an arm.
- Requires an ID, surgical tools.
- An installed ID allows access to anything that could be accessed by wearing or inserting that ID.
- If an ID is also worn in the suit's ID slot, then the wearer gets both sets of access and the display name of the worn ID.
- Upon death or cloning, the ID must be removed and inserted into the new desired holder. Alternatively, the arm can be removed entirely (easier than removing just the ID) and carried around to open doors and access computers.
- Optional: after roundstart, the procedure can only be done with "miniaturized ID chips," which require some R&D to be done first and are otherwise identical to normal IDs in how they can be worn and modified.
- At round start, heads and captain have their IDs installed.
- Performed on the eyes.
- Requires any HUD-type item, surgical tools.
- Allows all the abilities of wearing the HUD, including record modification (because it's capable of receiving direct neural impulses).
- If another HUD is worn on top, then the worn HUD takes precedence.
- Optional: maybe flash protection and night vision should cause flashing red or green pupils, or maybe flash protection and/or night vision just shouldn't come with the upgrade.
- Optional: after roundstart, getting HUD vision requires specialized parts from R&D.
- At round start, head of security has a cybernetic sec HUD and chief medical officer has a cybernetic medical HUD.
- Performed on the mouth.
- Maybe requires a new item, "toxin filter," or maybe can be done with a gas mask, and surgical tools.
- Allows the target to ignore all gases in the air aside from oxygen. Extremes of pressure still deal damage as normal. The patient still needs to breathe, which means there has to be an oxygen partial pressure of at least 16kPa.
- At round start, the chief engineer has this installed.
- Performed on the chest.
- Requires a new item, "muscular regulator," with multiple qualities available at R&D. Also surgical tools.
- Shortens stuns to a varying degree depending on the quality.
- At round start, security officers start with low quality units installed and the head of security and maybe captain start with higher quality units installed.
- Optional: instead of reducing stun duration, the regulator "absorbs" one stun, negating it completely, after which it needs to recharge before absorbing any more. This might be overpowered.
- Performed on the head.
- Requires a new R&D item, "cybernetic computer package," a circuitboard for the desired console, and surgical tools.
- Allows the patient to open up that console's window anywhere. Only some consoles are compatible with this procedure.
- This might be a bit too strong for roundstart, though giving the captain a direct line to Centcomm from anywhere could be interesting.
- Optional: allow this to be done with smaller computerized items too, PDAs in particular.
Currently, the difference between a harmless spaceman and a very dangerous one is just what equipment that spaceman is wearing, and equipment can be obtained and equipped with one click each. At the same time, equipment slots offer tradeoffs that make it so that no one loadout is going to be optimal for all situations. Both of those are part of what lends this game its charm, but they also mean that a player tends to reach his maximum dangerousness five minutes into a round and any reactive force (like heads and security) are at an innate disadvantage because the aggressor chooses the circumstances of the conflict. Adding robust items that take time and cooperation to activate and allow for robustness beyond what someone restricted by equipment slots can manage would mitigate this somewhat. Any other ideas for interesting and useful cybernetics options are welcome.