Unless requested otherwise, all these ideas are independent of each other and wouldn't require any of the others to be approved in order to be balanced and functional.
My first idea is to add an option to set a limit on the number of points spent on upgrades, instead of just stock or anything goes, when creating custom races. I'd also enjoy seeing an option to only allow/disallow specific upgrades but that sounds like a lot more work to setup than a general points limit.
Another idea I like to see would be an increase to the maximum entry fee for a custom race. I'm aiming to make racing a profitable endeavor, for everyone, not just a slightly expensive hobby. Especially since most people who don't race, choose not to because they'd rather fly and make money.
Increasing the maximum number of laps would be great as well, if only because NASCAR rarely if ever has races with as few as 100 laps. The Indianapolis 500, for example. But if this option was enabled, I'd especially want the following option added to all races: willingly forfeit.
Because racing and flying are mutually exclusive, and on general principal, I believe there should be the option to forfeit and withdraw from any race, at any time. Once a race has began, any entry fee is also forfeit if you choose this option, remaining in the pool divided among the first 3 place winners.
A chat for each race, similar to what already exists for the hospital, jail and travel destinations, would be a great feature as well.
I'm going to be working on setting up a racing league that would be open to more players than the URT, and this would help in creating specific/special races. As well as help the racing system as a whole.
I believe adding options to the defend settings to Mug, Hospitalize, or leave your attacker in the street would be an amazing addition to the game as well as being right in line with the feel of the game.
Mug might have limited usefulness, as people would just make sure to not carry cash when attacking, but the risk of attacking someone and having their upgraded hospitalization leave you in the hospital for 5 hrs would definitely add a new level of excitement and danger to combat, especially during chaining, faction war, and especially events like elimination.
I think my biggest point is that it just plain makes sense. Both with the style and feel of Torn in general as well as the purpose of defend settings.
OR
Courtesy of Rogue [1873490], we could make it a new merit, each level adding, as in thier example, 20% to the hospital time for a failed attack, so at max level it'd be +200%, which feels like the level of hard that Torn deserves. Currently it's what, 30 min - 1 hr for a failed attack? That's pretty soft to me.
I'd love to see an option to create custom channels and forums, allowing you to invite people and control visibility and permissions. This would be perfect, for example, for creating a business group or other organization not directly defined as a business or faction.
Edit(addendum): I think adding a functionality to create and save "mailing lists", in a similar function to the faction newsletter, would be an immense help to many people, especially traders wanting to contact all their regular customers with updates and limited time deals and specials.
I assume this would depend on the bait/fishing gear situation and what knowledge exists among the survivors. Most people these days don't know how to make their own gear anymore, even if there was bait.
I've eaten things I to this day don't know what they were, i just know we were too broke to buy meat, nobody visited a food bank, and nobody was a hunter xD It tasted good, so nobody asked lol
How did reimbursement for 100 Damp Valleys end up with your account being negative? I'm not following your logic here? I apologize if it's something simple escaping my tired brain, I haven't been sleeping right. Unless you are saying money was sent to you without the balance being adjusted, in which case I'd personally feel I hadn't been reimbursed yet.
Like I said in the previous reply to SwordStrife [2319365], the recent mug protection changes support the idea that Torn is not meant to be a safe place. I believe this idea fits perfectly within both the spirit and style of Torn. If it were real life and someone tried to attack me and failed, I'm not just going to walk away empty handed lol. So in that regard, it also simply makes sense.
Thank you even though our opinions differ, I always appreciate another perspective & feedback!
I can agree with this idea! My main point is actually supported by the honestly unpleasant mug protection changes that have been implemented: Torn is not meant to be a safe place. This adds a new risk and level of danger to attacks. And honestly, if you are smart, the mug option is easily prevented with a little forethought, simply don't carry money on you when you attack. The mug option is mostly included for completeness. This idea was originally inspired when I read a battle report and noticed it describes a failed attack as being left in the street. . .As always, thank you for your feedback!