Vibing
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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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