Few suggestions that are not hard to implement (i hope), but could bring fresh air into current game. I would like to know from devs, if it is hard to implement or not.
1) Sandbags.
Very same like on TLA or Requiem. Heavy weight (40-50 pounds), ability to stock them (1-3 cant move thru the hex, 4-5 cant see thru the hex), possibility of destruct them (dynamite) or disasemble them (click on them) and players natural behaviour to take everything what is on ground will have good impact on the gameplay. It is prooven on other servers (TLA, Requiem), there is not anything like cities full of sandbags, even sandbags are relatively easy to create. It boosts PvP variability in cities, because you can simply create barier, or cover places where enemy does not expects you. It is also not ultimate PK item. One PK does not have cargo capacity to create unpenetrable wall, more PKs are dangerous themselfs, even without sandbags.
Again, it works on other servers in PvE and in PvP.
2) Cripling land mines.
Because of afraid of instadeath, landmines could be only with crippling ability. They will not do any serious damage (max 10-20 HPs before reductions). Also visibility of planted mines could be big, not much depended on passive traps skills. I can imagine situation that every basic char with perception 5 could see every mine (in adequate distance 5 hex?). So the land mine laying mastery will need players skill to put mines near walls, corners ... . Also weight demands and natural players behaviour (take everything from ground) will prevent abusing mines.
3) Minor changes in existing maps.
If you dont want to implement sandbags, can you cange little existing PvP maps. Maybe add new door to well used houses and rooms, baricade streets. It will not be as hard as adding new map, but it could give new gameplay not only in TC. (i.e. add radioactive barrels with radioactivity in rght bottom corner of Redding map, where everybody camps during PvP. Basic players (althought i think that PvP players are now the basic players, i will use this name for no pvp players like wichura,..) will not be affected.
4) Add radioactivity to whole Gecko map.
Not strong as is in Glow, but strong enough that camping in the city will need quite different chars than basic PvP powerbuilds. So factions, who will prefer Gecko as their "town control home town" could create more rad resistant chars and they can dominate over boring current powerbuilds. Basic players can take anti rad drugs to do their quests there, so they will not be affected.
5) Add (or replace) Necropolis into TC city.
6) Reduce perception in night hours (in dark) by one half, during dust and dawn by one third.
So in general, during night long range snipers will need to change their long range weaponry and pistoleros chars will be more usefull at night.
7) Reduce agility during rain.
Not much, cca 2 AG down. So very same like if you radiated, you will need to change your weaponry.
Point 6 and 7 mostly affects powerbuilds (my experience from Glow and radiation). Point 6 and 7 will also cause different kind of using drugs. Now you take drugs, because it needs your precisely calculated powerbuild. After my idea implementation, drugs will be more often used to reduce negative effects of environment (cigs at night, nukas during rain).
NPC traders should not buy used stuff from players, only new crafted items (and ammo of course). So no more zilions of crap in NPC traders. Also value of caps will be bigger.