My point is that I don't view them as deficiencies. People should be able to find ways, with the appropriate amount of effort, to create secure bases. Call it phase 1 of survival game play (or phase 2, if phase 1 is "don't die"). I think that creating reasons for players to leave their base would add the most value to the game because it also affects end-game play.How smart is "dig a hole"? But, I don't really call them an exploit. I see them as deficiencies in the current game that I hope TFP finds ways to correct.