One of the elements I used to love about rust legacy was scouting out the perfect location for a base. An ideal base location would be close enough to "points of interest" while still remaining hidden away, as out of sight as possible. I spent many hours scouring the legacy map, trying to find the perfect spot up in the mountains to build a hidden base. Base design should of course affect the raid resiliency of a base, but base location should also be a key component. In legacy, a base built up in the hills, tucked away behind man pillars of rock was a very valid method of crafting a "secure" base. Today in Rust, it is more difficult than ever to "hide" a base, due in large part to the nature of the randomly generated world -- specifically the size of the rocks. Today, the most secure bases therefore use sheer size as their best defense... nobody is gonna waste 50 c4 to blow through all the walls that separate a bases "loot room" from the outside. Building giant bases has a place (if a guild of players wanna work together to establish a "statement base", they should be able to do that) but in a game where the emphasis is gritty, realistic survival, giant warehouse bases should not be the "defacto" base design.
[IMG]https://dl.dropboxusercontent.com/u/61935178/bigger%20rocks%20plz.jpg[/IMG]
In the above image, the black ovals represent rocks of various sizes and shapes. The left is my attempt to represent the large rocks of legacy and how they impacted game play. in this example, the rocks are large enough to really impact the mechanics of the map. big rocks make mazes and mazes make for interesting "hide and seek" gameplay. the red rectangle is a small base tucked away into the rocks. KewL!
On the right you see the smaller, scattered rocks that exist in rust today. they look nice and all... but they don't provide the same incentive to explore and "hunt" as the old maps. that little base on the right will get spotted immediately and blown to bits. on a map layout like the right, the only option for securing a base is to make it enormous.
so here are my suggestions:
1 - re-introduce significantly larger rock prefab models. work on the world generator code so their are once again "maze like" mountain regions.
2 - make bases more expensive to create. big bases are cool. if a private server wants to increase resource gathering to allow players to build huge bases all over the map, they should be able to. "official" servers should be balanced to encourage smaller base building... in smarter locations.
I do miss having those huge ridge rocks from legacy.
You can still find spots such as this in "new" Rust, but their location change from wipe to wipe and might not always be present.
[QUOTE=Damoc;47984009]You can still find spots such as this in "new" Rust, but their location change from wipe to wipe and might not always be present.[/QUOTE]
The limited availability of desirable building locations has, for me at least, severely impacted the steps I take when constructing a base. When placing a base, the only consideration I really have to take is "approximately how close am I to the nearest radtown?" Aside from that, pretty much every spot on the map feels about as good as any other.
On legacy, I would spend a considerable amount of time exploring the canyon/mountain formations looking for the perfect spot to build a base. Once the location was established, buidling the base itself became a puzzle of attempting to plan a layout/Floorplan that would follow the boundaries established by the surrounding rock walls. Can I put a third story on this base or will that make it viable from the road? Is there room in the back room for me fit my furnace so that ambient light won't be viable at night? These were all questions I had to ask myself when I was building a base and it made the game fun!
On the live servers, the rocks are too small and too scattered to effectively obscure a base. There are far fewer "nooks" into which a base can be built. Its true, if you scoured the entire map, you might find 1-2 "ideal" base locations... but not enough to make hidden bases a viable strategy for the majority of players. As a result, the majority of bases are built out in the open with sheer size and number of interior walls serving as their main defense. I feels like the ONLY way to build a safer base on live servers is to add more floors, more walls, more doors.
I miss that too. Maybe the Hapis Island map has more locations like you're describing? I've never played it, so I wouldn't know.
The rocks were a big advantage the legacy map gave to solo players and small groups, not only for building purposes but also in gunfights. You could use the natural choke points to win against superior numbers, you could lose someone chasing you easily, use them for cover and just general travelling around the map it was harder for someone to spot you.
[QUOTE=paca0502;47989358]I miss that too. Maybe the Hapis Island map has more locations like you're describing? I've never played it, so I wouldn't know.[/QUOTE]
Hapis is even worse then the generate maps when it comes down do buildable places. Beyond the one cave i found and the little island in the lake there is really nothing that stands out as a good spot.
99% of the buildings are in the open flat area. The mountains block most of the building ( beyond maybe a one foundation building ). The rock slide area is also not build able. These two already contain 40%+ of the entire map size. The cliff's are also not usable ( like on any map ).
I am a solo player so a good location is a MUST for me. Hidden, defensible without massive resources needs, etc ... I spend in general two hours running the entire map for good spots. Hapis is the worst map. If it was not for the hidden cave under the water, i will have given up on the map ( and took me almost 3 hours to find this spot ).
With the generate map it unpredictable. Some maps are very good for hiding spots some are less good. But in general you have WAY more spots that you can use to your advantage.
Hapis island is a map designed to promote fighting / raiding. Its not made for people to hide away. The latest version now has the tunnel that you can use but then again ... its a very public know spot = instant raid target.
The random generate maps trump that because the stone formations, layout etc is all unpredictable. So people do not know the best spots or the hidden spots, and the map differs from server to server.
Hm. Buildible area wise, the giant poop rocks were great, but I think we may need to think outside the box. Say in the tundra, instead of a bunch of nastt looking giant rocks, a labyrinth of giant crystals jutting from each other on a scale similar to the old legacy rocks.
No reason the tundra needs to be boring with a couple mineable crystal nodes.
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