This is very old idea of mine and I've already mentioned it here several times too but I think it deserves its own topic and I would love to see some feedback from devs if such thing is possible. So here we go:
Main purpose of this idea is to get rid of crafting cooldowns (devs don't stop reading here!). Current crafting system "click -> get item -> wait" is (I dare to say) for most people absolutely boring time killer, that can be easily bypassed with bots and stuff like that. Materials and resources are not rare at all and finding them is matter of minutes. I suggest make it vice versa. 0 cooldowns when obtaining resource, 0 cooldowns when crafting from them. Maybe only add "crafting time" so that spear takes like 5-10 real life seconds to craft but CA 40-60 to add some actual work while crafting and not only click -> bang, newborn CA spawned.
Anyway here is the main idea for
search -> reward system:
When you enter world map you would be able to enter different encounter map by pressing "world/town" button. Such maps should be huge (something like 3x NCR size or even larger). Resources will be hidden from you on that map, revealing only when you see them through your field of view. Every source should have limited amount of materials you can get out of it. These maps could be pretty much anything from flat deserts up to abandoned gas stations/villages/highways and so on and they would have their own "life". I mean there should be something like geckos crossing it from one end to another or rats having nest near cave with ores, some tribals hunting wild animas, raiders scouting area and looting everything they can and so on.
I will quote blahblah (hope you won't mind): "Search -> reward. Forces the player to search for stuff for 2 hours and as a reward, he gets an item. Click -> get item -> wait. Allows player to 1) Get item, 2) Do other stuff at the same time. So in the end he gets items and can get experience or talk with others in Hub."
As I've said to him at that discussion search -> reward allows you to do other stuff too, limiting you only with place. So if you want to get some experience while searching for materials then instead of focusing only on materials you simply stop avoiding "troubles" at such maps and you go and fight those geckons, enslave some tribals, search that building etc. Also I must mention that if you want to have more you will have to search more or search with fellow crafter or gang member + farming bots will be useless since you have to manually locate resource and when you do you can obtain only limited amount of materials from it. This also means there could be some quests connected to these maps making quests unpredictable. I mean you will get quest to find old gas station where quest giver used to play as a child and bring him his "treasure" he left there - meaning someone could find such location with 1st try and someone would have to look for it for hours. But the real problem with such huge map is TB combat. Maybe it could be done by limiting TB only at limited range of person who triggered it but I don't have much faith is this "solution". Most likely huge maps = real time only
.
So lets get it summarized:
+ effort = outcome (no time restrictions or waiting, maybe only crafting time)
+ supports group play
+ making bots useless
+ new scavenger/hunter ground (with quest possibility)
+ adding exploration factor into the game
+ making materials rare (new situation at resource market = supplier/consumer)
- TB combat useless in such locations (if not modified)
- enormous amount of mapping needed (if such locations should be worth exploring)
- economy shock (well I think no one can predict how exactly will economy look like with this system)
- devs will not like it
I want to add that even if cooldown system never changes I would love to see those huge maps implemented simply because I lack exploration in this game (and I think I'm not only one). These maps have much to offer and it would be shame not to consider their pros and possibilities.