"So I guess the question is, if I could buy an item that makes it harder for dips to steal from me, phone case, bag, etc and it costs me money to do so from a fixer/building a relationship, why is that a bad thing? It seems like it would be the smart play to attempt to protect your property more than just walking around with things in your hands constantly and pumping PCP till you get to the point you can't get stolen from as much?"
It's not a bad thing in real life, but it is a bad thing for game balance. What comes next? Cyber cred chips? Or maybe cred chips that use the SIC? These things make sense for sure. Cybernetic radios. Cybernetic wallets that keep your money inside you. All reasonable things.
The problem is, what is the point of 'thievery' at that point? If no one has anything to steal.
Sindome is a game, and as such, we don't just balance things or make things because they make sense in real life... in real life, a clone would cost a 100,000 chyen. But that kind of realism isn't fun. No one would take risks if they had to pay 100k for a clone.
The same goes for a lot of things we do not add to the game. Why not a chain wallet for example? Because again, in part, thievery would serve no purpose.
We add things to the game because they increase roleplay. Does having a cyber phone increase roleplay?
Does having a cybernetic wallet?
Does having a 100,000 chyen clone?
Those are the questions we gotta ask ourselves when we propose things. And how will this affect the balance, playability, fun, of other classes or skills in the game?