-avatar customization: while it is mostly aesthetically a palette swap, there is one suite of spectrum data (P or PH, coded after "phoenix") which actually had unique shapes/silhouette and didn't look like just a palette swap. it is still similar enough to coexist with the others. -i do intend to give the game more of a true onboarding process where players get to choose from a *limited pool of spectrum data* for their avatar's creation. the in-world pickups for the data they changed swaps out for the default equivalent. -considering post-port extra features like another line of spectrum data (face) and having one or two of them affect the teleport animation color and possibly the hexport disk color. -on economy: mostly correct. some NPCs provide hints for nearby hidden paths/platforms/puzzles. their dialogue maybe have been missed by the recon agent, or even potentially by the original project extraction. i think it was all stored in the instance creation code of each NPC. oops... we should really make sure that all exists for the port. -now that i think about it, REAPROG is a "spooky" NPC that wanders the abyss and guides the player out, if they choose to follow. there are also some NPCs that wander atop hidden tiles or are stationed in obscure locations-->a visual hint that the player can reach those spots somehow. --- qs: 1. covered it all above. agree with your points. 2. also covered above. i don't think the OCS will survive the port, as it's not very engaging or controller-friendly. might put a nod to it somewhere post-port. 3. yes, empty starting loadout. i might swap some navi expansions around, like making DuoPlugn among the earliest you can access, given it makes movement challenges more tolerable. HxpPlugn is locked behind a tough challenge. --- quick confirms: 4. basically answered above. it's a mix. 5. no currency or economy for the port. possibly post-port. 6. full pickup parity 7. agree. mod tool acquire method TBD. should be only for backend-whitelisted users (-->mods) though. --- some notes before i forget: -original BNO had a half-implemented concept called "message data". effectively equivalent to minecraft's books. the full idea was: users could create message data (write a message), then drop it on the ground anywhere in the game world, or send it directly to someone else via friend data-->effectively becomes in-game email. planned options: stranger lock (only unlocked for players with your friend data), lifetime setting (it returns to the author or disappears if it isn't picked up after x days). i would like to fully realize this in the port. -key item idea for QoL: a "quick portal" which creates a 2-way gate from the player's current position to/from their home portal. some rules follow: 1. quick portal can only be created in a zone where player has the zone link data, because it uses the zone link data to manifest the quick portal. 2. it empties the player's abyss buffer (fall safety buffer) while it's manifested. they must have at least one safe fall left to use it 3. when the player passes through, they enter a limbo state where they cannot warp or teleport away from their home zone 4. it disappears if the player falls, revoking the limbo state and restoring their buffer ticks minus one. 5. it disappears after the player returns through it once, revokes their limbo state, and fully restores their buffer 6. after quick portal is introduced to the game, abyss buffer can refill by either (A) teleporting through an inter-zone portal (blocked during limbo state) or (B) escaping the digital abyss. maybe someday post-port, there could be some kind of recharge station sprinkled around the worlds. 8. affects a duo uniformly. if one teleports, they both go to that person's home portal and both enter limbo. etc. --> general idea is, this feature gives the player an easy way to "bookmark" their progress without having to start over after logging off and back on. the rules keep it from breaking progression.