Combat changes
Possibly might involve #211 , #67 , and #88 , depending on how ambitious you want to be.
The initial news post:
One major change on my to do list is probably a relatively simple code change but one with extremely large ramifications that will be important for people to know. I intend to change combat from pausing every round, with everyone needing to ready up, to one that automatically proceeds in a non-consent way, that will effectively become merely timed.
When I created Arx at the beginning, I envisioned a game that was waaaaaaaaaaaaaaaay less staff driven, with staff being much, much more hands off than they worked out at being, and that made preventing accidental idle deaths a higher priority. Now though, I'm less concerned about stepping in for bad edge cases like that, and I want to make the core functionality of combat to be much more usuable, and that means making it have a less consent focus that lets players use it much more easily as a tool.
This will follow brawling tweaks, changes to unconsciousness, and other changes to make it much easier for PCs to resolve disputes by beating one another to a pulp. Similarly, the next actual system that will come will most likely be a formalizing of dueling and other performances, with coded benefits for using champions for duels.
cc @ApostateCD
My initial thought is that under an auto-combat system you want to make an explicit distinction between beating someone unconscious or trying to kill them. In other games this exist as a self-flag you can turn on/off at will.
You may want to make the difference exactly between attack and kill, with a big confirm red text indicating that kill is to be used in lethal situations only, as a disclaimer.
That said, the changes to unconsciousness and brawling tweaks haven't been expounded on, yet.