Hmmm.
I think a more organized PvP server would be better then. I had this idea:
You start off in teams and you have a home base. These home bases are well defined in terms of structures/location. It should be mostly open space to allow for free building. Aside from that there should be well defined paths towards a "goal". This goal would be the main focus of the other team.
Each team would spend a week developing their bases defense around preventing the other team from raiding their home base's goal, while trying to get theirs. Once one team takes the other teams "flag" and brings it back home, the game is reset and teams reformed.
If you wanted to go further, have attack/defend teams (PvPers) and builders (PvEers). The PvE jobs would be to get to MPS/build defenses. The PvP jobs would obviously be attack/defend. In essence the PvE players would be supporting the PvP players. As they lose their shit, the PvE players would constantly work to provide them with new weapons/armour.
I was playing with the idea of factions, where bases were block protected, except for the goal and any defenses built along the path towards the goal. This way all the non-combat infrastructure would remain. If a faction took the flag of another faction they would be granted with some sort of bonus for the week. You would have PvE players working around the clock to develop the infrastructure to defend (tesla coils, MFFS, etc.) and developing the infrastructure to assist the PvPers (charge stations, resupply stations, improvements to gear, etc.). The PvP players would stay at the front line and hold it. Check points, etc. would dictate the flow of the battle(s).
It would take a hell of a lot of organization/tweeking, but the idea sounds amazing to me. Looting dead bodies would mean that the winning team would have more resources, while the losing team would constantly have to spend resources to replace what they've lost. This would also prevent everything from being blown to bits and keep things from heading towards a standstill of hiding underground, etc.
edit: This path towards the goal, everything would be up for grabs. This includes all the defensive infrastructure put into place. This would require the engineering teams to constantly replace tesla coils, MFFS, making the cost of defending real and considerable.
You could also play with the idea that each team receives a certain amount of supply per week depending on what checkpoints they have. Though this would kinda take away from the infinite progression everyone wants, but it would create a scarcity to which the most efficient/talented teams would flourish in.