Different approach to crafting.
Instead, materials are always 'found', not mined. And how often they spawn on maps is dictated by how much 'spare money' is in the world, the same way encounters with gear are spawned. Whenever you find them you can pick them up, and whenever you have the mats you can build an item. But those mats themselves are rarer.
That way, the amount of high end gear is always controlled, and we don't get the flood of useless but expensive and easily craftable gear in markets. Like FN FALs. The more high end weapons and armour in the world, the less likely you'll find the mats to make more. The best gear would require really rare items that only have a 1% chance of spawning per encounter.
Obviously this means we need to make hoarding gear a lot more difficult. In my ideal world, bases are discoverable by anyone - whether through outdoorsman or sheer dumb luck. And with the help of
http://fodev.net/forum/index.php?topic=843.0 you could radio it in to your friends, and you could pillage the base. I don't think anyone who plays FOnline can claim it's
hardcore when they have their own personal undiscoverable bank vault. Wealth needs to be a lot harder to hold onto. Even banks shouldn't be safe.
The focus is less on mining, and more on scavenging and stealing from other people. The way I'd prefer Fallout to be.