Concept and Rule set ideas for Housing on a Whitelist server or possibly implemented in game. (food
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I am a huge fan of UO and rule sets that follow the same concept. Rust is a ton of fun but currently I feel like it is just too grindy for players because there is no stable form of storage. Here is a rant on how I think Rust should approach housing.
Upon release I will most likely be releasing a server that follows these concepts if they are not followed by base rule set in the game. (or when ever white list is introduced and i will ban anyone caught not following the rules.)
House Ownership
1. Foundation is owned by a player.
2. Things can only be placed upon a foundation if the owner allows them to or is the owner.
3. House foundations can not be larger than 32x32. (32 is a place holder. It was the house size I used for a minecraft server running similar rule set. I have no idea what a good size would be for average yet)
4. Houses can only have their doors broken. (this allows people to raid your house with out destroying your house completely. as a raider you can still ransack a house completely but you can't put up your own doors and call it your own after. See storage below)
5. Houses have decay just like UO, if you dont open or own a door on the property for more than 2 weeks your house becomes open and anyone can claim it.
6. A player can only own X houses. (unknown at this time)
Clan Lots
1. There will be X(unknown amount of clan lots) foundations at 80x80(80 is a place holder again) and larger that will be considered "clan" lots. Clans can own these lots and they will have special perks. (perks unknown at this time)
2. Players can destroy anything on a clan lot but only the clan owning the foundation can build, if a raid is occurring they cannot build. (or maybe the can only build from a restricted list of items)
4. Raid is defined as having enemy clan players on your lot. (maybe possibly declaring the war and siege like in Darkfall so other clan members have some time to mass their defense)(really open to opinions on this, will discover what works best)
3. Other clans can raid clan lots. In the center there will be something to capture. Capturing this thing will give your clan the rights to build on that lot. (once all other players have been removed from the lot, see #2 above)(ie: cant steal the item then instantly build)
Real Estate
1. Players can trade/buy/sell foundations with other players.
Storage
(there will still be basic mass storage that can easily be opened)
1. Locked Boxes
-Can't just be peered into. Requires lock picks and completion of mini-game to open if you don't have permissions for it. Most likely the size of a small wooden box. ( 8 slots i think? )
2. Lock Picking
-Can pick locked boxes with a lock pick in inventory and a simple mini game GUI. (something that will take sometime to solve and make the player unable to see his surroundings, danger)
3. Safes
- 4 slots, players must enter a 8 digit code to open. Player can only have 5 safes per house.
- Any player can enter the code because it can't be picked but can be blown up with insane amounts of c4 if one doesn't want to try and figure out the code.
4. C4'ing locked box or safe storage has x% chance of recovering x% of items in locked box or safe.
This is all in theory of course. Any amount or mechanic is merely a place holder that can be changed. Would take lots of testing to see how it would work but I think it would create an really good game experience.
The majority of rules listed above you could implement in a white list server and allow the players to sand box the mechanics like not building on others lots and only placing c4 on door or you get banned, etc.
This is also all based on the concept of game mechanics in place now. As listed on their main page, ANYTHING CAN CHANGE!!!!!!
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