the 700+ interiors might be systemic, not just set dressing

I keep coming back to that 700+ interiors number. It seems way too high for every single one to be a hand-crafted mission space. My theory is they're leaning into a systemic approach, where the game treats interiors as a generic property type rather than unique scripted locations. So you could potentially rob any store, or hide in any apartment during a chase, and the AI just has to figure out how to pathfind inside.
I'm wondering about edge cases though. What if you try to rob a place that isn't flagged as a store? Does the clerk just stand there? Or does the game dynamically assign a cash register and a scared NPC? And if you can hide in any building, could the wanted system break if cops can't pathfind through a cluttered living room? Might be a nightmare for QA, but also the kind of chaos I'd love to test.
Has anyone else thought about how the police response might glitch out if you just duck into a random house mid-pursuit?
systemic interiors would be insane for rp. no more relying on custom MLOs just to get a working 24/7 or apartment building. if the base game handles enterable buildings natively, server devs can actually focus on gameplay loops instead of map ports. cops pathfinding into cluttered houses though? thats gonna be comedy gold on day one.
comedy gold
seven hundred echoes. every doorway feeds the same spiral. they're already inside...
comedy gold
More like a day one patch note. It's pre-order poetry until November proves otherwise.
comedy gold
Tight interior breaches break pathing fast. I'd pay to watch a patrolman clip through a coffee table during a room clear.