Welcome to the forums.
you came up with some good ideas. I will repost them to allow community to discuss them. Though, some ideas based on reality are not that good.
Lost sector is turn-based tactical game, not a first-person shooter. In real life you have no action points, you don't move turn by turn and if you die, you will die forever.
To be more specific, I answer in details.
um personally i think it would be better to havem ore realistic stuff on enemies. the ability to loot an take stuff that they're carrying would be nice.
as for its potential to ruin the economy currently the economy doesn't seem that balanced or reliant on people selling things perhaps the auctions would go down a bit but having realistic stuff allows for more people to pick up an sell things. they don't want to people who want them.
perhaps redesigning it so that its a supply and demand economy IE all trade is between players. instead of selling to an AI who pays a fixed price. or have the AI work on supply an demand as well.
Even if enemies will drop stuff they are carrying, it will be mostly gray and white. Noone really need that much of junk to use.
Enemies now do drop some gear, but it is not related to enemies equipment.
Now you have an option: sel for credits or disassemble for parts. You can disassemble everything you don't need.
Using parts (from disassembling) and polymers (from various sources) you can get quality green or blue gear.
There is a supply and demand for parts and polymers.
Perhaps expand so that players can build their own outposts that are defended by AI when players aren't present.
which would allow more community options for players working together. perhaps player "Merc" contracts so that when you need help from another player. you can post it to a public board, and people could take on the job to help you for the amount you promised to pay in the contract.
if the quest isn't done when the merc leaves he should nullify the payment.
Idea about "real estate" is most wanted by players. I do hope it will be implemented eventually, though it is completely unclear how exactly it will look like.
Idea is good, but why do one player will ever pay other player for killing mobs?
Though, you point in right direction.
I will add some info to "real estate" idea thread in community discussion.
minimal range, would also be realistic to me. personally one of the things i like about games, an games like this should focus on i think to make them more fun is to increase the degree of realism.
i think that there should simply be penalties to accuracy based on how close you are instead of simply saying you can't shoot. just as there should be penalties for weapons at long range.
Currently, there is Optimal range - distance between maximum and minimum ranges, stated on weapon attack.
For example "Snap" of Barrett M99-1
have 24-52 meters of optimal range.
It means you have no penalty for shooting between 24 and 52 meters range.
If you someone stand outside of your optimal range (>52), you will get damage penalty.
If someone stands closer that your optimal range (<24), you will get accuracy penalty.
And you have dead zone - red circle around your legs, where you can't shoot at all. It depends from minimal range of weapon.
instead of characters dying immediately, have them 'wounded' an able to save. this would remove some of the OP effect. by allowing you to finish off the person who was in close range, an then save your ally.
I don't recall anyone suggesting that. I wil repost it to main ideas thread.
also shot guns , i would consider more OP since they can fire 3 times at close range. a pistol being able to fire at close range makes just as much since since its barrel is shorter and easier to manuver between people.
There are a lot of different shotguns. Some can shoot 3 times in a round, others can shoot 2 times.
They are balansed not only with damage and shooting action points, but also with mobility of gun and with type of damage.
Shotguns deal less damage to heavy armored targets.
i also think it'd be nice to have it so that enemies are able counter attack when there attacked at close range. Especially if the attacker is using melee weapons .
Melee counterattack was suggested before, but it is not that interesting feature to attract a lot of attention.
perhaps add in the ability to 'disarm' enemies who get close. so if someone moves point blank with a pistol an tries to shoot, if the character has the disarm ability , you might see them move to disarm before the shot goes off. with each rank in disarm increasing the success rate. but as a double edged sword, the disarm rate could also increase the rate of critical damage , since in order to disarm you'd be moving closer. which means you'd take slightly more force from the trigger being pulled.
I will repost this in main discussion thread.