• Possible ideas ,future rust. P1
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[I]Hey there, So far ive been enojoying rust so much , =P its very addictive! so ive been thinking from a balance and fun point of view to improve the game, this is what i've come up with:[/I] *[B]Weapons and gear[/B] [I]I've very much like your guys art page on trello btw ;)[/I] - A [B]bigger diversity in clothes[/B] , it feels like im jumping from a naked cavemen to full armored personel hehe! Have different quality in cloth items , as in light and heavy (amount of cloth needed goes up with the quality) Possiblity to combine materials for instance cloth and leather to create X (+check item and balance) - Add[B] spears[/B], trowable aswell as usable. - Add[B] shields[/B] , wooden aswell for metal shields. - Add [B]Flaregun[/B] for signal and firearm. - Add [B]Knife/hunting knife[/B] skins animals in bigger quantities, and there for faster. - Add [B]Sling club[/B] cant miss this as a cave man!, very low range though - Add [B]low quality weapons[/B] such as the handpistol. (really handmade ish) -Add [B]Flame arrows[/B] *[B]Stone Buildings[/B] ( you where looking for ways to improve the defensive side of rust ) - All the building parts you normaly use for wood and metal also apply to stone. - Stone Structures require 50% wood and 50% stone (for exemple not 100% stone needed since you would need wood to support the stone walls , pillars etc.) - Stone gets the durability of what metal has now , metal structures will get more durabilty compared to now. - Stone doors. (with a higher durablity then wood and lower then low quality metal) *[B]Low quality metal and High quality metal *LQM & HQM*[/B] [I]Currently facepunch is busy with durability for equipable items ( wearables such as clothes and weapons ), LQM will give you are lower total durability then high quality does, sounds pretty logical right ? But therefor HQM cost more metal fragments to make.[/I] - Its possible to make weapons from LQM aswell from HQM. - Structure parts can be made out of either LQM or HQM. (building HQM parts will result in a very very high costing building, but can be mixed in with LQM parts so you can actually have a pacticular room thats way stronger then the rest) - LQM & HQM doors/ Metal fragment,LQM & HQM doors. (goes without saying) *[B] Weather effects[/B] - Weather effect , not just for the visual effect but having it actually have influence ingame.When it rains you get colder then normal* see next point *, fires slowly die out when not moved under a tree,rockcover, shelter or house. Wind also adds to the cold effect. I wouldnt go for snow since it would cause possible preformence issues. - Being cold for a long durating of time ( as in 3 nights of being cold ) makes you sick and causes vomiting and lack in strenght, cant run. + other ideas? - Low chance on being ill on random -Add[B] water as harvestable recource[/B], as in having bottles/jerrycans that are refillable -Add [B]water as basic need[/B]. (thirst, just as you have hunger right now ) Just as chicken water can make you ill when not cooked before use, unless its a packed bottle of water ;) -Add [B]Water barrels[/B] as craftable ,Water barrels collect water when its raining. *[B]Item and balance[/B] [I]Think of the following situation,The server just wiped, you spawn near factory you figure i will run to factory and loot all lootables, end up with a c4, p250, 9mm bullets and 2/4 leather set. I think ive said enough, it happens to me often that i spawn fresh and find so many incredible gear and weapons i'm near end game already ( thats within 1 hour playing). The upcoming blueprint update is a very big step in the right direction, here some other possible ways.[/I] - [B]Learning/researching come in groups[/B], when researching handcannon you partialy learn a small % of the pipeshotgun, when your researching a p250 you partialy learn a small % of the 9m. This was just an exemple i think you catch my drift my now;) - When researching bullets(final work) , you research gunpowder(basic comp) partialy aswell, this time for a way bigger or full % since its a basic component, or check next - Make it req for in this case , to research gunpower before you can actually learn how to make bullets. - using either of these ways combined with a very very low % drop on advanced weapons/remove them from crates (all more advanced then handcannon/pipeshotgun and kevlar) [I]Using this is one of the ways to stabalize/balance the sometimes fast growing power of a person or a group. Aswell for brings back the survival feelings , when m4's kevlar and or c4 is dropping all over the map it doesnt feel like survival anymore, i prefer to craft and research![/I] *[B]Injured[/B] [I]Being Injured is actually a major setback when survivaling, being able to have break bones,bleeding skin , injured,severly wounded or be lifethreatning wounded ingame would bring a good amount of viarity.[/I] - Starvation can't be healed by medkits. - Broken bones need to be set before they can heal up( you stay injured after for a while afterwords ) Broken legs causes the same effect , while broken arms can cause terrible aiming slower chopping. - Bleeding ( same effect as now , a simple bandage helps it ), if not bandages gets infected causes illness. -(85-60%) Injured, causes no damage but as a warning note. -(20-60%) Wounded ,movement speed reduced by 5%. -(19-10%)Severly wounded,movement speed reduced by 10%, you recieved alot of damage its adviced to take cover and heal up. -(9-1%) Lifethreatning wounded , movement speed reduced by 15%, if no medkit is used you will die within x time. *[B]A bigger variation of craftables[/B] [I]Currently i think the survival part is easy and basic ( for a survival game ), here are some ideas how to make survival a real basic need. Ive seen people who very much like the building and having a house(hold) and spend lots of time being a architect and all(i'm one of those :dance: , but action is a need aswell hehehe ). Would it be awesome if you could grow you own garden with eatable plants and/or healing herbs, Keep Animals for slaughter etc.[/I] - Campfires,furnaces and torches cost actual materials to light. ( see below for possible lighters ) - Add [B]Lighters[/B] , flint and tinder and matches are findable items (or whatever item , but as exemple for a source to make fire with) - A [B]bigger variation in food [/B], not just change the chicken breast to the appropriate animal part but craftle food, maybe make a soup from herbs ive gathered or some riceballs ive harvested at the nearby ricefields,etc ( nice addons for the new waterlevel system, rice fields ?) - [B]Plants and herbs are gatherable[/B], req water/rain to grow. - A [B]handtool[/B] is needed to craft items(limited) , but unlike the workbench you can carry it with you. - [B]Different level workbenches[/B](already in process) unlock certain things to craft for exemple, workbench lvl 1 crafts pipeshotgun,handcannon,wooden structure parts , metal doors , bullets. Workbench lvl 2 pistol, mp5 , LQM parts ,etc. Workbench lvl 3,M4, Bolt action rifle, HQM ,etc. Maybe even stretch that out over a higher number of benches. - [B]Pots and pans[/B] are req to make different types of meals , they are craftable out of wood , stone and iron.(material determines durability) - Add early explosive , [B]dynamite[/B]. - Craftable [B]ladders[/B] , they can only extend to 1-2 blocks high , very easly destroyable. -Add [B]text signs[/B] , blurry when looked at (to reduce server stress), when used text becomes visable. - Add [B]signs[/B], it would be nice to have signs you can put infront/ontop/above your storage. Late game you have tend to lose the way in all your crates. Simply a small logo of item's would do perfect. - Add [B]Traps[/B],wich have trigger points that if shared with friends wont trigger for them, also usable on wildlife. (you will make ALOT of people happy when you add traps) *[B]Inventory UI overhaul[/B] [I] The current way of dragging all the items o
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