1) Vehicle Sharing
I'm aware of the permanent keys feature, and that's cool and all, but if the actual owner of the vehicle logs out, the car will eventually despawn, not giving much value to the keys afterwards.
It would be a nice addition to have the option to share ownership of a vehicle with other players / entire faction, so whenever one of those owner logs in, the vehicle will spawn. And as long as one of the owners of it are in town, the vehicle won't spawn.
To make it balanced it could maybe only be vehicles under a certain value, so people don't end up sharing super cars and expensive motorcycle with each other.
This feature would benefit a lot of people that need trucks, utility vehicles, vans, RV's and vehicles of this kind. It kinda doesn't make sense for each player in an illegal faction to own their own truck, since each gang would ideally want just 1/2 utility trucks to use them for shipment and such, and having to wait for the owner every time you want to do so, it's a little annoying.
Additionally, it could be made so a shared vehicle cannot be sold until all additional owners give up the ownership. So only vehicles with 1 owner can be sold.
2) Hiding ID's for X amount of time
I've personally seen it myself, where in police chases there are cops that take advantage of the ID's above players head. (Can't really back up this claim with explicit proof, but I'm pretty sure that some scenes would've went differently if it wasn't for ID's.)
What if we have an option to deactivate the ID's above the head for a limited amount of time (ex: 5 mins or 10 mins, or anything the developer feels balanced). There's no real disadvantage for anyone if those ID's are not shown during criminal activities. If you catch someone, the timer expires and the ID shows again to allow RP commands to be executed.
3) Removing the feature where the radio cancels actions
In real life you can have your earpiece continuously stream your voice via radio, having to click your earpiece every time is kind of unrealistic since it's a dead giveaway in some specific scenes.
I've had countless chops, picklocking, hotwiring, ATM's interrupted by trying to talk on radio. I'm aware of the cancelled action, but there's some information that are vital to communicate via radio in that specific moment.
Also, some scenes require stealth and camouflage to pull off, trying to click your earpiece defies the purpose and effort of all of that. And if I'm whispering, that means I'm trying to not be seen or heard, why would I give myself away by trying to click my earpiece to talk on the radio in front of people?
4) Toggling Default Markers
First of all, thank you for considering and approving the suggestion I made the other day, a lot of people seem to enjoy the new POI system.
Adding to that, I think it would be nice if we were allowed to toggle off some blips from our map, or at least remove the long range option for the blips we don't need.
I myself have created around 10 new blips, and with the default ones included, the minimap has become over crowded with blips
5) Increased Immersion and Realism
This is probably going to be one of the most controversial ideas on this thread, and I don't blame you guys. If it ever gets implemented, there would need to be a lot of balancing done to it.
And I wanna start by saying that I'm really enjoying playing on the server, and the players and staff have been very positive and pleasant to interact with, for the most part.
But I believe that the rules are currently a little too forgiving on player deaths. At the moment, the only downside of dying is losing your inventory and your pocket money, with the addition of not being able to interact with the RP scene where you died for at least 30 minutes. And that's good.
But I personally think that a lot of people don't deem this penalty heavy enough to prevent them from doing certain actions, for example people that run labs and/or try to rob other players while doing criminal activities, don't really mind dying per-se, since you would've cleared your whole inventory and pocket money before going in action. Same thing works for cops, cops on duty don't lose virtually anything at all, since their equipment and all is pretty much free and unlimited.
In my opinion there should be a system in place to balance out deaths of a player, increasing penalties after each death, or after a specific number of deaths.
For example, to be forgiving, it could be set so the first 5 deaths you don't really receive any penalties besides the default ones, but starting from 5 deaths, you will receive penalty accounts, not allowing you to play for X amount of time, locking you out of your character for lets say 20 minutes, 30, 1 hour, 2 hours and so on based on the amount of times you've died. Or it could be that after X amount of times you've died, the fines that you pay at the hospital are proportional to your net worth, increasing relative to the amount of times you've died.
6th death = 1% of your networth + base fee
7th death = 2% of your networth + base fee
10th death = 5% of your networth + base fee
15th death = 10% of your networth + base fee
and so on..
Personally, I think that after a certain number of deaths, it would be rational and balanced for a character to be killed permanently. Probably after 20-25 IC deaths, or something similar. But I'm pretty sure a lot of players will be against this idea, and I honestly understand their point of view, not wanting to lose assets or such. But yeah, just my opinion on this.
I understand that after all it is a game, and personally I don't think this would ruin the fun for anyone, it would actually increase the adrenaline and fun during RP scenes that involve shootouts or potential of someone dying. Then people will actually enforce the FearRP rule themselves, trying to avoid death at any cost, including cops.
These are merely just ideas, whoever is in charge of revising and developing such ideas would probably be better than me at balancing and refining these raw thoughts.