I've been playing Overworld for a while now, and honestly, I know this is going to be a super unpopular opinion that will probably get a lot of heat, be called stupid, and won’t happen anyway... but I still wanted to start the conversation.
I would toss the four different stages and paying for travel out the window.
It’s weird, confusing, hard to explain to people, and just plain annoying—among other things.
Instead, I would implement single Region's with a level system where the higher the average level of your Illuvial team, the higher the chances of encountering stronger (higher level) Illuvials.
**THEN **to encounter higher Tier Illuvials, you would need a "Beacon" of the corresponding tier:
- A Tier 1 Beacon would attract mainly T1 Illuvials, with a small chance of attracting higher-tier Illuvials.
- A Tier 2 Beacon would primarily attract T2 Illuvials, with a slightly higher chance of attracting even higher-tier Illuvials.
- And so on.
You could unlock these beacons by leveling up, crafting, purchasing from other players, or buying directly from the DAO.
For extracting rocks and plants, you would also need specific tools similar to the beacon. A **GeoExtractor **for rocks and a Botanical Harvester for plants could work well. These tools would not only be necessary for extraction but would also affect the chances of pulling out higher-tier resources. Higher-tier extractors would give you a better chance of extracting high-tier resources from the plants or rocks.
Meaning a player with the better equipment can pull better stuff out of the same Rock than a player without good equipment.
After finishing a run and wanting to leave the Region, Mozart would ask you to supply fuel to transport your collected items.
**Rocks **would require Solon.
**Plants **would require Hyperion.
**Illuvials **would require **Crypton **to extract.