Parking lot — idea intake
The think-tank inbox. Any half-formed idea lands here as a dated bullet — appending is cheap; this is intake, not a design bypass. Each design session starts by sweeping the entries for its system. An idea graduates by becoming a decision (or a recorded rejected alternative) on its system page; its bullet is then deleted.
Ideas
Source shorthand: [V1] = the staff brainstorming corpus "HyForger V1"
(Google Docs export, owner's local copy with DIGEST.md summary alongside).
Filenames in brackets name the doc inside that folder. These are staff ideas,
not decisions — each graduates or dies in its system's design session.
Promise conflicts — RESOLVED 2026-07-16
Staff answered all six V1 promise conflicts; the rulings are recorded as the 2026-07-16 vision amendment (vision). In short: PvP only in a separate events world at baseline damage; Life Essence is the sole death-drop exception; instance-dungeon item loss comes from the external dungeon mods (out of scope); crates/keys are earned in play; rotating NPC shops always return; ranks carry small perks that stay grindable in game. Same day, the owner redefined the monetization wall itself: P2A (Pay-to-Advance) — money may buy cosmetics or speed, never exclusivity; every non-cosmetic bonus/item stays obtainable without paying. Design sessions build on the amendments, not the old conflict bullets.
System intake — opening agenda per future design session
- 2026-07-16 Hardcore Masteries ([V1], parked by the skill-trees session): prestige rewards for completing dangerous content under extreme conditions — overlaps Ironman's badge space; ask staff intent before any design (D-SKILL-TREES-07).
- 2026-07-16 Trinket system intent check: "trinkets" recur across the V1 corpus as reward vocabulary (fishing enhancements, combat drops, mining rewards) with no owning system — an accessory/charm slot needs its own session before any page hands one out (parked by D-FISHING-05).
- 2026-07-16 Fishing mini bosses: deferred wholesale (D-FISHING-04, owner ruling) — revisit via the encounter taxonomy (bait/catch spawn triggers) when wanted; brings the opt-in-combat-on-peaceful-islands question with it.
- 2026-07-15 [V1] Events & Seasonal Content: all five docs (Tower of Loot, Admin Boss Events, Seasonal Events, Broadcast Systems, Limited-Time Rewards) are empty placeholders — staff never filled them; also empty: Crystal Depths, Future Islands, Endgame Systems, Future Professions, Raid Systems. Ask staff for intent before designing anything against the titles.
- 2026-07-16 Events content pass (frame designed in the events-world page): seasonal events, Tower of Loot, admin boss events, limited-time rewards — all empty V1 docs, blocked on staff intent. Parked promise/intent checks from D-EVENTS-WORLD-06: wager arenas (gambling-shaped) and ranked seasons (do leaderboard records expire?). Colosseum/arena rosters, undead invasion/sandstorm variants, and Territory War cadence land with this pass; guild Siege Events stay parked (nowhere to siege — owner).
- 2026-07-16 Total-Level capstone island: World System session deferred the question of one endgame adventure island gated by Total Level (the only cross-skill gate) to the Endgame Systems session — the V1 Endgame doc is an empty placeholder, ask staff intent first. Gate would stay stateless per D-WORLD-SYSTEM-03.