Here’s some suggestions for new items that mostly only use mechanics that already exist in the game:
Magician’s smoke bomb:
Silent non lethal impact grenade that creates a temporary area of concealment, as well as making enforcers inside of it no longer able to enforce until they walk outside of it or it runs out.
Will make non alerted enemies curious and want to investigate, but they will not be able to see you while you are inside the smoke area. Small area of concealment.
The only mechanic that does not exist in the game already would be a mechanic for a temporary area that makes enforcers not enforcers while inside of it, but I believe this would not be fairly easy to implement.
Smoke grenade:
Silent non lethal timed grenade that creates a temporary area of concealment
Works the same as the magician’s smoke bomb except it is not instantly activated on impact. Larger area of concealment.
Sands of the Sahara x3:
Extremely close range thrown blinding item
This item will temporarily blind the person whose face it is thrown at, it will not lock on to an enemy who is outside close range. When thrown will not alert an enforcer who is not yet alerted unless you have already been spotted, but will not work on an enemy when thrown from behind. Does does nothing when not thrown at an enemy, noticing NPC’s will react as if witnessing you throw a random item, the item makes no impact sound or alert when hitting the ground. Counts as a criminal action if blinding a target is seen by someone else.
This would require two mechanics that does not exist to my knowledge: Limiting the distance a thrown item can be locked on to a very small range. Making the action of throwing the item not alert the enforcer it is thrown at if not yet alerted. Both of these I think should be fairly easy to implement. I do love the idea of Agent 47 using “pocket sand” as a legit tactic though.
Hallucinogenic Gas Grenade:
Grenade item causing large area confusion, can not be locked on. Is timed and makes a bang when activated, but has a large area of effect. Illegal item detected in a frisk. The confusion effect is the same as an NPC panicking from an explosion happening nearby, except they aren’t alerted to a crime and eventually comes to their senses as if nothing happened.
This makes use of the currently existing mechanic of NPC’s panicking and being frightened when witnessing an explosion or murder. I think this panicked state could be interesting as an intentional induced state without the usual “alerted” status that comes with it.
Vial of Hallucinogenics:
Silent thrown item causing medium area confusion on impact, can be locked on to an enemy but will still effect those caught in its area of effect. Not detected in a frisk, but count as an illegal action if someone sees you hit someone with it.
Antfarm:
Silent thrown item causing small area confusion on impact, or causing one locked on target to become temporarily scared and confused. Legal to hold and won’t be detected in a frisk, but counts as an illegal action if seen. Not detected in a frisk, but count as an illegal action if someone sees you hit someone with it.