Theres a lot of great stuff here and some that doesn't make sense and/or is OP. I'm going to reply to the one's mainly that are problematic, or need further clarification (to me at least), but don't take that as me being negative. If I've skipped over it, at the the very least I like it. Lastly, there's much beyond the scope of Update 11-20, but I'm not bothered by that.
Character
- Weapon and engine color customization can now be applied to personal equipment weapons and jetpacks respectively.
How could FDev have missed this opportunity?
- Players who are killed will now be incapacitated. Other players may consume a medkit to revive incapacitated players. The incapacitated player will see the name of who incapacitated them and when being revived, the name of the person offering to revive them if applicable.
- Incapacitated players and NPC's will remain alive and incapacitated until they either choose to repsawn or they suits oxygen supply depletes. A reason other than fires to purge a buildings oxygen?!
Very Fortnite like and while I like these ideas, unless I'm reading it wrong, the implication is that the player would have to be then finished off execution style or left to suffocate, which is a little bit too severe and maybe restrictive in a lot of situations. Maybe a threshold with incapacitation being a stage towards death would be good with, say, a headshot just outright killing but other types of damage after a certain range but before death could be incapacitation with the ability to revive with own health pack, or that used by another player or NPC - adding a medic emote might be good here too.
- Players and NPC's struck with the Energy Link overload effect will now be incapacitated instead of killed.
- Incapacitated NPC's can be picked up and moved at walking speed. Sneaky sneaky.
These two tie well together, maybe keep the charge option as incapacitate with the overcharge being a kill.
Ships & Ship Equipment
- Ships landed on the surface and powered down will not be detectable without line of sight in addition to being significantly harder to resolve even a partial contact. Time to hide your ship and sneak around with SRV's/Fighters. Mhm!
This sort of contradicts the abilities of the sensor equipment to detect random debris which would also be not powered on. I think a beacon should persist while in srv or onfoot, losing your ship on a barren featureless planet/moon I don't think will be taken well. Plus respawning in ship parked would negate any searching requirement, just suicide and you're back in your ship.
Surface Recon Vehicles
- SRV's now have full range vertical thrust. This enables downward thrust to create additional traction on low-g or otherwise slippery terrain and the ability to drop altitude faster.
I would also like to see the ability to use the thrusters for a yaw maneuver. Would add extra control when things have gotten a little too crazy and you have time to fix it to land forwards (or backwards) rather than on the side.
Also some dance moves.
Settlements (Odyssey)
- "Friendly" reputation with a faction grants +1 clearance level by default at their settlements.
- "Allied" reputation with a faction grants an additional +1 clearance level by default at their settlements.
- Being a member of a squadron that has pledged allegiance to a faction gives you +1 clearance at that factions settlements.
- Being a member of a squadron that has pledged allegiance to a faction and allied with that faction grants you a total of +3 security clearance by default, access to restricted areas, permission to take any items, permission to toggle any facility feature, permission to fire weapons un-harassed.
I like it but seems a bit complicated and I don't think some +1s should stack. I also think going to a settlement and taking full control is ok either. Having unrestricted access is ok and having dialog trees with NPCs to initiate some actions given good reason and possibility of denial would be better, it would also open the avenue for bribery.
Also, I can't see the justification for being able to take all items carte blanche with no question either.
- The above changes act as a foundation for later making it so that the equipment at settlements can be used in combination with docked ship cargo to produce engineering materials for personal and ship equipment using both normal and rare commodities. The original commodities added for engineering (that are now defunct-ish) will be used in conjunction with standard and rare commodities for recipes. This will provide a peaceful non-violent method to obtain engineering materials with Odyssey.
I like the idea of settlements providing a route to crafting/manufacturing but it has to be at a cost and with interaction as I outline above.
- Overloaded settlement features (doors, turrets, etc) can be brought back online by repairing their charge port with a circuit board, electrical fuse and electrical wiring and then charging the port with the energy link to bring that base feature back online.
I especially like this and the repair suggestion below too. It would also be great to be able to switch lights on and off in rooms as well with intrusion of privacy being a thing.
Settlements (Horizons)
- Frontline Solutions ground combat zones are now present in Horizons settlements. Horizons settlements will now transfer ownership using the same method as Odyssey settlements during war time for easier manipulation of who owns these facilities.
- All SRV intractable Horizons base assets now have Odyssey panels where components can be stolen from and charge ports that can be overloaded or repaired to enable/disable them.
- SRV Scannable data terminals on Horizons settlements/assets can now be scanned with the Profile Analyzer.
Obviously you mean only for Odyssey players. Some would disagree as it would put Horizons players at a potential disadvantage but then I think the better argument is that it would give Horizons players more impetus to upgrade.
Multicrew/Teams
- Engineering materials picked up with the ships cargo scoop or data retrieved with the ship scanner and now duplicated to all physical multicrew team mates currently onboard the ship. Because collecting engineering materials should be a team activity!
That's too OP in my mind, just give us the ability to trade all materials with each other.
Engineering
- Anytime data would be granted to a player that their storage is maxed out on, that data will be replaced with an equal or lesser grade of data they are not at capacity in storage for.
Again, OP and inconsistent with the idea that you actually have a thing in your possession that just can't be magically turned into something else.
Crime & Punishment
- Ships with "report crimes" turned off in lawful space will now be marked "LAWLESS" unless they are "WANTED" or "WARRANT" is displayed.
Disagree, report crimes means just that, it doesn't change the legal status of the system.
- A third option for "report crimes" has been added to report crimes without summoning system authority. Players with this mode enabled will be marked as "LAWFUL" in lawful space unless they are "WANTED" or have a "WARRANT" state applied. Lawful PvP'ers rejoice while openly flagging for PvP without NPC interference!
Why not just meet in an Anarchy system?
- All PVP kills resulting in a bounty now have the bounty duplicated with the Pilots Federation and reduce the criminals reputation with the Pilots Federation. Reputation loss from killing players increases the greater disparity in combat rank and engineering between the victim and aggressor. Bounties issued by the Pilots Federation can not be paid off, only claimed. This effect is significantly diminished for on foot pvp.
Not sure what this is meant to achieve.
- No reputation loss or bounty will be applied with the Pilots Federation for criminals who kill players who have marked themselves as "LAWFUL". Local bounties with BGS factions will still apply. Consensual PvP shouldn't be punished!
- Being Hostile with the Pilots Federation now completely prevents notoriety decay and prevents the player from logging into Solo or Private Group game modes. No more hiding from the social consequences of your actions while recovering from your criminal activity! (For those concerned, earning bonds with the Pilots Federation and turning them in anywhere can rep you back up. AX Combat Bonds from interceptors make this process recoverable in a reasonable time frame.)
I guess this ties into the above? I think it may be overcomplicated but I agree that maybe having a bounty should preclude you from operating in Private or Solo. I have some thoughts about the game modes myself that I've yet to get to the point of posting, but this would tie into it.
All in all, like I say, mostly good to great suggestions. o7