Vibing

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Transcript (AI, 56 lines)

snap or otherwise constrain it into your structure.

That means a wall is actually an object

you made and positioned, rather than just

a predetermined building tile.

The world outside the city would remain persistent.

You could build a base, discover other players' structures,

establish resource operations, fight people, trade,

explore, and encounter NPCs.

Certain especially valuable areas

could then behave more like extraction zones.

You enter one, knowing you're risking your equipment,

collect much better loot, and have

to reach an extraction point or survive an extraction

event to secure it.

You wouldn't necessarily leave the entire game world

when you extract.

Extraction could transport you back

to the safe city and bank what you recovered.

I'd also separate inventory into carried and secured items.

Stuff in your city storage is safe.

Stuff you're carrying outside is at risk.

Your wilderness space gives you additional storage and infrastructure,

but unlike city storage, another player

could potentially rate it.

That creates an interesting reason

to have both a home in civilization

and a ridiculous player-built compound outside it.

The fizz gun is where you can make this substantially

different from rust.

Imagine crafting a wooden board, sheet metal, wheel,

hydraulic piston, battery, generator, spotlight, storage

crate, turret mount, chair, engine, axle, rope, or explosive.

Those aren't merely predefined base upgrades.

They're physics objects.

You can grab them and construct things.

So eventually someone inevitably builds.

You can see the code in our conversation history.

That's the Gary's mod DNA I'd protect.

Players shouldn't merely be allowed to build the structures

you anticipated.

They should be allowed to build stupid shit

you never anticipated.

For progression, I'd avoid making mining trees

and rocks the dominant activity.

Basic materials can come from that,

but valuable components should push people into the world.

Abandoned industrial areas for electronics,

scrap yards for metal components, military areas for weapons,

mines for ore, forests for timber, towns for household supplies,

and dangerous extraction areas for rare technology.

That prevents the game from becoming hit tree for four hours.

Then you can have dynamic extraction events

rather than every extraction being permanently available.

For example, an evacuation helicopter,

armored convoy, train, boat, portal, or whatever

fits the setting.

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