I think combat will be more dynamic if the chance of landing a hit remains at 75% or higher, or otherwise missing is made more colorful, telling you if you missed by a mile or just by a few inches. Last night I wrote a script that slurs speech for when you're drunk. I don't have a system for drunkenness and won't get there in a while, but I just felt like writing it. Also when I was taking a shower, I had a thought about how to manage splitting tree trunks into planks or logs. It might require slight changes to the system, but mainly it will use the basic resource processing system. Overall I would like to have very detailed body modeling, so at some point it will for example be possible to torture someone by pulling off their fingernails. But I feel like in the beginning I should start with less details and go into more detail gradually. The combat system needs to tell the difference between small and large animals. Something like a deer can kick you in the chest or head, while something like a mole can only nibble at your toes. It should also eventually take into account if the character has fallen down.