Volume and weight based carrying capacity *can only carry as much as the volume of backpack/pockets/? dictates **I don't know how probable/easy this would be to implement but I think it would be really cool to have a carrying system where the player actually sees what they are carrying. For example, a backpack interface where the player places items inside and once there isn't enough room you can't carry anymore items. *more weight = slower movement speed Actual realistic damage (not just global damage multiplier) *One headshot kills/starts death process (non-recoverable) for humans and other "weak" creatures. One bullet to cloth/leather/etc limb causes crippling and may start a bleed out process. (Maybe use poison for bleed out?) Bleed out may be quick or slow depending on caliber/weapon used or location damaged. Caliber/weapon type greatly affect damage output. For instance, low caliber rounds will do very little to a deathclaw whereas high caliber rounds or explosives will do much more. *I don't know how specific locational damage is but it would be awesome if the player could shoot weak points in armor for realistic effect. There's much more that can be done with either of these ideas but this is the gist of it. And I'm sure these ideas have already been discussed somewhere but did not see them in the list.