All that I'm asking for as a response from anyone is their opinions on Slart's two lists: i.e. the top ten items from this list twice, with one taking into consideration coding time/difficulty, and one without.
- Object stuff
- cursed flag - causes negative side effects when zapping, brandishing, etc.
- !dodge, !parry flags for weapons (preventing opponents from dodging/parrying).
- !quit, !area flags - items disappear when player quits, or when taken out of the area, respectively.
- !recall flag - player cannot recall while carrying that object
- option to set level for object repops
- option to set price on all items sold in shops
- option to set timer length on timed objects
- set eq (diablo-style... wearing/having multiple pieces of the set has generally positive affects on the items' stats)
- limited-use keys
- customizable damage types for weapons (i.e. your snivel <damages> <mob>)
- rare eq
- fix traps so that all spells work on chests
- fix potions/pills/etc. so that negative spells on them will affect players
- ranged weapons
- Mob stuff (I did not include any suggested specs as they aren't really part of an area format decision)
- magic resistance bit (with a percent that it resists)
- super-sentinel affect bit - the mob wouldn't move despite thrown objects, when injured, etc.
- detect sneak (with a percent detect option)
- !summon, antisocial affect bits
- option to set what level range an aggro is aggressive to
- mob races/species - groups that have certain behavioral patterns, resistances/weaknesses, etc. (cross-reference with schools of magic for more depth)
- ability to have multiple specs on a single mob
- additional mob reset options - mob follows other mob on repop, mob picks up object on repop, etc.
- classed mobs - use more player skills/spells
- improved mob AI - use summon, track, teleport, follow blood trails from fleeing pc's, etc.
- improved mob assistance AI - certain sets of mobs will always assist each other, occasional mob assists with pc, etc.
- improved mob interactivity - i.e. can give mobs the four items they're asking for for a quest, and they'll give you some other specific item to take to another mob...
- rare mob load
- Room stuff
- options to set allowable numbers of mobs/pcs (preferably separately) in a room - customizable solitary/private flag
- per-area, per-room, per-terrain weather effects
- ambient messages - would echo in a room either randomly or at set intervals
- !flee flag
- !quit flag - user who quits there will log back in at recall
- !alias flag - slows avatar aliases to "normal" speed
- interactive environments - push/pull/speak to trigger events, keyworded doors, teleports, revealing hidden exits/chests
- creation of traprooms
- trapped doors
- weighted doors - need a certain amount of strength to open it
- "port" doors - take a pc walking through it to (one of several) random destinations
- !pass door flag
- bash as a door-opening skill, and !bash door flag
- long desc for doors - so someone can open "the portal of Myzzlthim" instead of just "portal"
- Other stuff (much of this is not area format specific)
- higher max stat levels (i.e. 40+)
- stat levels affect combat more - i.e. con has damage reduction, dex increases dodge base percentage, etc.
- experience gain from using racial skills - offensive magic in combat, healing magic on the injured, steal, etc.
- steal expanded to include equipped objects
- search skill - to find "true" hidden objects/doors, a limited version of interactive environments
- reworking/expansion of the 2. system, to allow viewing of second, third, fourth, etc. object/mob/room ed/exit description/etc. in the room.
- limiting tp/summon to area-wide - alternately, a flag preventing out-area teleports and summons to mobs in the area.
- schools of magic - four elemental, plus possible additional. can add weaknesses/immunities to these schools to mobs, and elemental property attacks to weapons