Could prolly make a larger list if I thought about it a little more, but brief first ideas (I do this with all programming projects, never can stop brainstorming new features to add @_@). These design ideas are not pipe-dreams (i.e. team duels, modifying the crafting system, modifying the marketplace, modifying the world on the fly, etc), but what I think is genuinely possible in this game's engine with not too much effort required.
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- Hijack the currently existing client-side clothing shell feature to be used as an "outfit shell." Add validation so that players would be required to have a clothing item model in their inventory in order to claim a particular model/texture, then broadcast an additional "appearance" packet from which looks are derived, instead of getting the equipped outfit state and determining how to render the clothes from there.
- Along the same train of thought, add a good deal of the unreleased clothing items -- there's several hundred. Add them in the city in various ways: Some would be buyable from vendors for a set number of Clothing red fragments. Add a "The Tailor" NPC who spawns randomly around Downtown. When killed, his loot table contains a random recipe for a previously unreleased item. Make a special Data Tap that would spawn Clothing Recipe Clusters. Add these as drops from Dungeon Bosses, with buffs that are useful to both low-level and high-level players alike.
- If possible, see about adding extra hotbar(s) that could be turned on and off with useropts or keybind combos.
- Add more keybind functionality: allow players to specify keybinds for all commands within the range of their permissions, i.e. create a keybind Ctrl+H for /handstand. The validation for if you're allowed to activate a particular command-id or not is done on the server, so there would be no danger here.
- Allow players to specify a "savedMacros.txt," from which they could reference slashcommands, rather than requiring hotbar space to be used.
- Add a UIConfig folder in /profiles/. Make new rezids pointing to (nonexistent) .pngs in this folder, which would override existing textures. In this way, if players make and add new .png textures to the folder, they could make their own custom hotbar icons for abilities and items.
- Add a more friendly UI to the autodetect_settings.exe, which would utilize the ingame config change through auto_exec cfgs. Add more preset configs, such as the Bazmans variants. Hijack this with an ingame UI/slash command, via which you could change your useropts simply by typing the parameter and new value into a window.
- Add selection and copy features into email and system chat.
- Give players the ability to name and specify the model of their Simulacrum.
- Add a Crafting-based quest, with non-breakable reward Decompile tools bound to your character, with +points or time reduction bonuses based on the number of how many recipes you have in your /codestructs.
- Turn the stair-world .metr into a construct with multiple stairwells, with King of the Hill or Capture the Flag PVP modes for three orgs. To start a game, a team leader would have to /challenge, enabling a bit that turned their base on. If another team of another org was present, and also /challenge'd, then play would initiate. To take control of another team's base, one would have to disable their defense mechanism (all timers would be re-scaled to equality). For Zion: Code Bomb defuse, Machines/CYPH: Searchlight de-activate, Merv: red code pulse defuse. Each team would be able to repair their base defense through similar means. If one team were to deactivate their enemy's base, a code cluster for each team member would appear, with a "Proficiency Token": tradeable to a PVP collector for special gear and consumables.
- Make the bridge-world .metr into another construct. Like the stair-world construct, you would enter by activating a mission token that would create a summoning portal like an Archivist Proxy. It would have a re-use timer of 5 minutes, and automatically port you into one of dozens of little pocket mission areas surrounding the edges of the construct. We know this is possible because the tutorial executes random porting from mission area to mission area. You would leave those mission areas and enter the construct. This bridge world would have its TSEC (weather map) set to the DOTD flies, and have Complete Corruptor and Corrupted spawns in some areas. Players would be able to earn a special Flit Gun to kill these NPCs, which would not drop items for a headgear, but for other shiny loot. Also, players would have their model set to the Assassin when they entered the construct, and their ability grant-tree would have toned down versions of the Assassin's abilities, like Fly Virus, Corrupting Bile, Corruption Wave, Crush, et cetera. These abilities would be removed/unusable outside of this construct.
- Similarly, add a "RP construct" that sold storyline character disguises, only usable within. Add a /meatwad emote, where, if the target accepts, they are meatwadded by you. Add non-PVP flagging Code bombs, Code pulses, Searchlights, etc., which could be used in the construct and obtained by collector trades for Archive mission completion tokens.
- Add vendors with pseudo-random vendor tables, varying week to week. If possible, add a system like WoW, where the vendor becomes "sold out" of an item after selling a set number.
- Add missions, "Calm of the Zen Master," "Ride The Trojan Horse." The player would defeat a boss, who would drop consumable pills like Shadow Wallkick, which would allow the player to use toned-down versions of the abilities in those trees.
- The elevator system appears to port players from coordinates A to coordinates B. If possible, hijack this in conjunction with the helicopter routes throughout the city, to add scenic "flight paths," a la WoW, by slowly porting players along the path, with a small step size.
- Add spots of invisible navmesh near 10,000 meters up into the air. A special /duel command would propel both players to the zone. The loser of the duel would automatically come back to life; the winner would automatically activate a temporary /repel field, knocking his opponent off the edge, sending him falling to his death 10,000 meters below.
- Re-add /face and /follow to hostile targets, to properly balance fleeing and chasing.