I'm working on multiple systems at the same time so bare with me as I have outside obligations (such as college) that all come before this server. With that said, taking into account how busy my life has been lately, I've done quite a lot of stuff already on debug.
Superbikes
With superbikes, hoverbikes will now gain the ability to attach up to two weapons to them. When you enter a hoverbike you will be prompted with a notification on how to access the weapon attachment GUI, of which you can disable the notification from the GUI itself (as seen in the screenshot attached). From the weapon attachment GUI, there is a list of weapons that you can attach listed alphabetically, and you have customization to the point where you can choose to attach different weapons on each side of the bike (so you can have like a ghost rifle on the left side and a pumpkin rifle on the right). You can also unattach any weapons currently attached and you can move around with only one weapon attached if you would like. You fire the weapon(s) by pressing or holding the 'd' key.
Attaching weapons will cost you, though, since each of the attachable weapons has a set weight to them that will affect your speed. The type of weapon your have attached and the number of weapons attached (one, two, or none) will also have an affect on your speed. This affect on speed is felt when driving both forward and backward.
TODO: The GUI will probably be revamped before it's released to better the way it looks. Also, I'll probably make it so you can attach some sort of melee weapon to the front of the bike so that you can use it to crash into other players or bikes while dealing a high amount of damage.
Event Command
I added a command for the events team so that they can limit the number of weapon attachments allowed in a map (to either none, one, or two). When an events team member uses this command on a map, everyone in that map will be notified and if you're currently on a bike the system will kick you off it to update to the new mode. If you had more weapons attached than the new allowed limit, the system will automatically remove any extra weapons attached to meet the restriction.
Shields
Your health is going to be converted to a shield-type system where you still see your health in the top-right GUI, but now there will be a new GUI (the shield GUI) at the top-center of your screen that will work solely as an indicator. Basically, when you take damage, your new shield GUI will decrease in accordance to your health, and if your health reaches a critical point, it will begin to blink to let you know that your shields are low.
There will be a shield regeneration system which means that medkits and other healing items are likely going to be removed. How the regeneration system works is that when you are hit, a 10 second timer is applied to you that must expire before your shields begin to regenerate. If you are hit again before the 10 second timer expires, then a new 10-second timer will be added on to you (the times do not stack, so don't worry about having a timer greater than 10 seconds) and you will have to wait another full 10 seconds before your shields regenerate. If you go 10 seconds without taking any damage, your shields will regain by 10 points every second until either your health is full or until your hurt again since this will prompt the system to stop your shields from regenerating.
This update will alter gameplay greatly for obvious reasons, and effects such as poison will not stop your shields from regenerating (though it will still affect your speed).
TODO: I've scripted most of the system already, I just need to add some sort of way for players to see when another player is low in shields. Also, I asked Elk to make a nice GUI for the shield meter, so I'm still waiting on him for the finished product.
NOTE: It's possible that shield regeneration will be disabled in certain maps (such as the spar maps) to prevent matches from going on forever. This, I'm sure, will be discussed further once everything is done.
Dodging
This is mostly a job for the ganiers but I'm hoping to get one of our gani makers to make some dodge ganis so that I could script them into the movement system to add some versatility to gun fights. The dodging ganis would be some type of barrel rolls and side flips to make fighting more interesting.
Iricia Base Spawning
I haven't started on this yet but I hope to implement some sort of system where you can choose what base you wish to spawn on in Iricia as long as your team owns that base. Most players seem to want this and I think it's a pretty good idea so I figure I'll work on it.
Vote Kicking System
I made this system some years back but it was never released since Stefan had forgotten about it. I believe that I released a thread containing most of the details with the system so just search for it if you wish to read up on it but it's basically a system that will allow you to put up an action to kick a player from your team that will have to be approved by a majority of your teammates before the person is kicked.
Although the system is technically done I need to go back and rescript/restructure most of it since I made it at a time when I still had much to learn (still do, but I definitely know a lot more now than I did then).
Those are just some of the current things that I'm working on but other things are also being discussed that haven't really been finalized for release yet. I'm trying my best to keep you players informed so that you can all help steer Zone into the right direction with helpful suggestions, so feel free to give any thoughts or opinions on some of these updates or anything else that you would like to see added.