These ideas might work better in a different mod as they seem to shift the focus from "post apoc survival" to "Faction wars + zombies". It sound like an entire different game. With that said, I could entertain the idea of a few more LIGHT vehicles in the game. The other issue with "mining" etc etc is that it takes the focus away from scavenging which is bad. This is a summary of why I think these ideas would not benefit Dayz. Factions are bad, the force you to pick who you are and who your friends are before you've started playing. Why is this bad? Not knowing who is who, and as to what their intentions might be is what adds to the paranoia and sense of fear you feel any time you even think someone might be around. Crafting/Gathering (resources in a fixed location) would take away from the need to continue to wander and explore, which forces you to experience the sense previously mentioned thus driving a more emotional game experience. Heavy Vehicles/Artillery. Artillery is over the top, its completely useless to the games design currently. Unless there was a roaming hoard of 250+ zombies that moved around the map randomly it servers no purpose. Personal carriers and other armour also serve little purpose as they remove the threat to your life. Making the ammo etc rare changes little in this regard, the object becomes either completely overpowered in the current game.. or borderline useless at all other times. Developer time is better spent else where. Operable power plants. This is an idea I can work with. It encourages team work between strangers, benefits a community and gives the good guys something to aim for beyond just not getting killed and it lends itself to emergent player driven game play. The ideas themselves are not bad, but they are simply not suitable for experience the mod wants to create. That said don't stop trying to come up with new ideas, just try to remember what type of experience the game is meant to be.