• Game Ideas - Detailed & Creative List
    33 replies, posted
I've been playing the game for about 6 weeks, and I constantly find myself visualizing and thinking of implementation ideas or potential changes. I used to play with a bunch of my IRL's, and we would often have discussions and talks about creative ideas for the game. I've seen several lists posted on the forums as well as on the subreddit /r/playrust, however I didn't want to make my own post until I was confident I had plentiful quality ideas. I am open to critique, as most of these ideas are just rough ideas with minor detailed speculation at this point. I have not thoroughly sat down and reviewed each and every idea to perfection, but I have spent quite a lot of time thinking them through and making sure I felt they belong in the game or have potential in some way. Before I write down my list and details, I think it's important that you get a general understanding of which direction i believe the game should take, in order to reach its maximum potential. The game is currently in Alpha, as we all know and are reminded of constantly. There are a lot of placeholders currently in the game, and the developers have stated that they want to have a more realistic approach to how your character develops in the game. Military grade weapons, armour and items are supposedly being either delayed substantially or removed entirely. I feel like this is the correct approach. My vision includes a world where players are introduced to the most basic survival at the get-go. Once they play for a few hours and get "Settled" with their first tiny base and most basic tools, they can start working their way through the centuries in a slow and thorough manner. Building your first wooden base should not be accomplished by gathering 380 wood and setting up your 1x1 wooden base with a metal door, all accomplished in 30 minutes. Furthermore, I believe the game needs a lot more end-game substance in order to attract long-term players and sustain growth. There needs to be more to the end game than gathering resources, killing zombies and raiding a base. Expanding the world and increasing the quantity of content is the way to go about this. The game needs more mystery and unknown aspects, as well as more time consuming challenges at the very end-game level. So, excuse the rant above, but I feel like the general vision needs to be understood before the complete list makes sense in the grand scheme of things. Off we go: [U]Resource System[/U] - More diversity among Raw Resources: Copper, Tin, Iron, Sulfur, Steel and Aluminium. - Smelting and processing of Raw Resources to create high quality metal types for use in crafting items. (examples: Weapons, Arrowheads, Structures, Structural Reinforcement, etc) - Water, if the thirst-system is implemented. Can also be used to fill dug-up holes and as base-protection (more on this further down) - Resource Caves: Caves that are randomly generated in/along mountains and mountain-ridges. They are instanced, and require a loading screen. Inside the caves one can find wildlife and a metric fuckton of resources (rocks). [U]Environment[/U] - Remove Zombies - Implement Human NPC's. The NPC's are located in camps around the world. The camps vary in size and number of humans, and their level of progression (type of items/structures) also vary. Very few military-grade camps, and these are often bigger and requires manpower or end-game items to take out/raid. - A much bigger and wider game-world. Several islands and perhaps a mainland. Tiny islands that players can raid (tribes of human NPC's may inhabit these islands) and build bases on/within. - Bigger servers (the option at least) where the admins can choose how much of the land-area they want to use, as well as the player slot limit. (Example: 5x size of current map, 500 or 1000 player limit) - Digging system. Digging should be a time-consuming process that requires a shovel (shovels can be made of different material) - The player marks a square for digging, and the same way one would hatchet a resource-pile, they can dig through the marked square. Once they reach the bottom and have successfully dug a 1x1 square, they can dig in either direction (down, sideways or up) - The digging system could require pillars to be placed when a certain size of terrain is dug out underground. - Underground building. Through digging, players can choose to build structures, even entire bases underground. This should obviously be a time consuming and perhaps require heavy resource use. - Underground collapse: This would basically mean that if pillars are not placed within a certain time-frame of digging through x amount of squares, the support would give in, and the ground above collapses. This could be used as a raiding tactic to destroy entire bases. In order to prevent this, one would have to implement underground reinforcements underneath the base, and perhaps some other ideas (feel free to add to this) to prevent this from the defenders standpoint. - Water: As mentioned above, it could quench thirst, but also be used to fill in dug-up squares and form defenses around the base. - Overground buildings. The ability to build in trees. Uses several trees to stretch planks between in order to create bigger bases. There could be a limit to the amount of structures, as trees should only be able to carry a certain weight. Perhaps a way to destroy these entirely as well? (Haven't thought too much about this, feel free to add suggestions!) - Seasons: Different season that change according to a set timeframe. Perhaps one would go through all season within 1 month. - Natural Disasters: Earthquakes, Tornadoes, Blizzards, Oceanic Storms, etc. Different types of events based on location on the map, which island etc. - Different terrain and environment on each island - Mainland composed of several types of terrain. Jungle, Desert, Mountains, etc. [U]Skill System[/U] - Skills for different tasks you do. Chopping Wood, Mining Ore, Crafting Weapons, Crafting Armour, Crafting Items etc.. - Naturally you'll get more skilled at what you do, as in real life. This would be a realistic implementation that make it more strategic to accomplish different tasks if playing alone, or divide the tasks and become experts if you're playing as a group. - When reaching a high mining skill, one would get better at making the most of the rock, thus gathering more ore from the node. Same with lumber and other skills. - [I]Credit to Axzter for the skill-system suggestion[/I] [U]Wildlife[/U] - Several new types of wildlife. I'll list one type below that need descriptions. Otherwise: Lions, Leopards, Panthers, Bulls, Cows, Birds, etc - Monkeys: They could be holding stolen loot from NPC camps, and perhaps use clever movements to prevent being killed. Uses trees and branches to swing around. - Water-based animals: Sharks, Fish, Whales etc - New raw materials gathered from the new types of wildlife. Respective types of meat, different types of bones/tusks/pelts etc - Packs of animals: Basically certain types of animals that often travel in packs. Wolves, Bears (mother and cubs perhaps), Deer, etc. - Rare Spawns: Ferocious and/or massive animals that pose a big threat and are hard to take down. Gorillas, Mammoths, Elephants etc. These may drop some type of rare-material that are used for end-game items. [U]Items & Structures[/U] - All structures and items should take time to construct on the spot. No more instant-placement. - Boats / Rafts: These could be custom made. Depending on the way you build your boat/raft, it holds up against weather and waves. If you build a tiny raft, tough weather could destroy the craft entirely and kill you and your potential crew. Storms could be a random factor that could even destroy bigger constructions, thus building big & strong rafts or boats would be safer if you want to transport a lot of items between islands or to/from the mainland. - Lifts: These can be attached to ceilings or from cliffs in order to rappel down or swing yourself up/down. Think 1700's wooden lifts with ropes and swing-wheels. - Siege Weapons: Catap
The game is in Early Access... Im sure they will get to that stuff soon. but before any of that animal shit... PUT MOVING CARS IN!!!
[QUOTE=Sluggo;43673976]The game is in Early Access... Im sure they will get to that stuff soon. but before any of that animal shit... PUT MOVING CARS IN!!![/QUOTE] The game is indeed in early access Alpha. However, these are nothing but creative ideas that I felt would be cool for some people to see, and perhaps discuss around. Who knows, the developers might even see this if given enough attention. These are all ideas I simply felt the need to share.
I completely agree with everything on the list, I feel like the modern weapons are kinda on the midway point for me hating and loving but it's kind of complicated when it comes to that. I do like all of the ideas that are here and I think that this game could completely transform from what it is now to be more progressive and hopefully not as pvp oriented to actually group up to take down "camps". I do feel as if all weapons within the game need separate parts to make weapons instead of just knowing the blueprint for a m4 so you need to learn the m4 components to it as well(Not sure how to distribute blueprints at the moment). I just hope this game will be very balanced and the core gameplay very entertaining while also keeping my attention to the game for a prolonged period of time.
I think it's a great list, and I appreciate how thought out it was. However, 90% of everyone else who reads it will probably tl;dr.
[QUOTE=dnqboy;43674104]I think it's a great list, and I appreciate how thought out it was. However, 90% of everyone else who reads it will probably tl;dr.[/QUOTE] Well, not everyone is interested in this type of stuff. I love being creative and think about game development, and it really interests me to read all the other posts out there with game-change ideas. This is clearly a post for like-minded people. [editline]26th January 2014[/editline] Would like to add that electricity is another implementation that others have posted about before. It would surely add some potential to the military-grade endgame, but it needs to be implemented carefully. I have no idea how electricity would work best so if anyone else has any thoughts on the subject, please do explain.
Wow. Many of the points are really good. I hope garry sees this, and i really think the game needs to go in this direction. More caveman or medieval kind of thing. Also, i think the developers are working on a few things on the list, and i heard they are working on stone structures as well.
Go under the Suggestions subforum and look at "Community Speaks: Week 5" it is eerily similar to my list. Check it out.
Could sieges be listed? I Think people building stairs beside a base is basic and boring, it takes a long time to remove also. Sieges, you know, them big ass medieval things?!
Hello, I have an idea for another NPC, I've heard that the zombies will be removed and that they will become some kind of mutants. I think it would be cool if the mutants will look like naked new players who just entered the server and that someone from far away will think that it is a new player but that it is actually a strong mutant. this helps for the people who kill noobs without giving them a chance. The mutants will be strong so that even people with good stuff need to be carefull when they see a naked guy. The mutants need to be rare.
Good list, but I hope you realize many of these are planned or talked about by Devs alreayd. [url]https://trello.com/b/lG8jtz6v/rust-main[/url] [url]http://www.reddit.com/r/Games/comments/1dxfyq/[/url] But I pretty much agree with everything you said.
[QUOTE=Daniel Munoz;43675742]Go under the Suggestions subforum and look at "Community Speaks: Week 5" it is eerily similar to my list. Check it out.[/QUOTE] Really interesting list you've created. There are a lot of additions I didn't even think of and quite frankly some very good stuff in there. However, the general direction of the ideas go towards a more militarized world. In my opinion, Rust should be about progression, and thus the end game should feel more militarized with a more industrial feel to it, where as the early and mid game should be about survival and building up through the progression-scale as described in my post. Thanks for feedback though, and feel free to add any ideas from my list to yours, I might just add a few of yours and give credit where due!:) [editline]26th January 2014[/editline] [QUOTE=0rbit;43675975]Good list, but I hope you realize many of these are planned or talked about by Devs alreayd. [url]https://trello.com/b/lG8jtz6v/rust-main[/url] [url]http://www.reddit.com/r/Games/comments/1dxfyq/[/url] But I pretty much agree with everything you said.[/QUOTE] I am well aware, and I even talked about it in the post:) I follow the developers quite heavily on various forums and their Trello of course. But thanks for pointing out! I'm sure there are a lot of people who don't know about their Trello and such.
I agree with this a lot. Obtaining military grade guns and assets should be difficult and propose some end game goal. A camp would be the strongest if they owned even ONE or two automatic-military grade weapon (that would be cherished, and bullets would be like gold).
Thank you for posting, i will re read this later, but overall its very good ideas. What does endgame mean ?
Hey I just had a couple of quick suggestions for thinking about. Right no the largest obstacle for my friends and I are... everyone looks the same... While the game is in Alpha this isn't a major issue particularly since most servers are low in population. But a couple thoughts. 1: Customizable characters... this can be simple... skin color, hair, hair color... nothing crazy like scars, eye color etc... just something to get out there until the game is out of alppha. 2: Dye-able armor. If you could find components for dye (blood could be used for this) and dye your armor different colors and patterns, people / friends could be a lot more recognizable. 3: Spray-paintable clan tags.... symbols that you can choose from to make paint (this should cost a lot so people can not spam tag). That way you can mark your areas... Thoughts?
Yeah, and you should be able to make vegetables in the garden so you could be get more health if you eat (You can get like 120HP if you eat vegetables and you can get 150HP if you eat vegatables in 5 days)
We wouldn't want Rust to become minecraft with editing the world. Natural disasters would be cool. Maybe the Natural Disasters can damages bases and only happen once every week? I wouldn't like the Dye-able armor.. Maybe we can have armor that is actually military.. not jeans and a red jacket.
On the subject of weapons and armor: Guns like the ones available currently aren't the greatest idea for a game like RUST. Unlike DayZ, the entire world hasn't been thrown into turmoil by a zombie apocalypse... from what I know. Either way, full-auto assault rifles shouldn't be available. I'm all for guns in general, but I'd like to suggest: -Hunting Rifles -Shotguns -Desert Eagles Less powerful, but at the same time, lethal projectile weapons that don't make you a God. The high-grade weapons, of course, should only be able to be found in military camps, as you mentioned.
[QUOTE=Slypear;43680264]On the subject of weapons and armor: Guns like the ones available currently aren't the greatest idea for a game like RUST. Unlike DayZ, the entire world hasn't been thrown into turmoil by a zombie apocalypse... from what I know. Either way, full-auto assault rifles shouldn't be available. I'm all for guns in general, but I'd like to suggest: -Hunting Rifles -Shotguns -Desert Eagles Less powerful, but at the same time, lethal projectile weapons that don't make you a God. The high-grade weapons, of course, should only be able to be found in military camps, as you mentioned.[/QUOTE] The guns available seem fine for Rust. You have to also consider the different rad towns and factories that could have made the guns. There are many different factors to consider where the guns could have came from. The airdrops are very random... [editline]26th January 2014[/editline] Here are some more ideas to consider. 1. Bullets should have a chance to break a leg or slow the person you're shooting at. 2. Maybe something like Q and E in DayZ for peeking behind cover 3. Going prone with the Z key 4. Armor can be damaged and eventually be destroyed. For the third suggestion, press once to go prone, press again to stand up. For the fourth suggestion, you can use low quality metal and leather to repair armor.
[QUOTE=Yepen;43680305]The guns available seem fine for Rust. You have to also consider the different rad towns and factories that could have made the guns. There are many different factors to consider where the guns could have came from. The airdrops are very random... [editline]26th January 2014[/editline] Here are some more ideas to consider. 1. Bullets should have a chance to break a leg or slow the person you're shooting at. 2. Maybe something like Q and E in DayZ for peeking behind cover 3. Going prone with the Z key 4. Armor can be damaged and eventually be destroyed. For the third suggestion, press once to go prone, press again to stand up. For the fourth suggestion, you can use low quality metal and leather to repair armor.[/QUOTE] I really think the game is better off without too many keybinds to maneuver your character ingame. However, the prone-suggestion is very decent. Being able to set up an ambush or lay camping at secret spots waiting for your enemy is always fun, and shouldn't be bring too much of a negative to the game. The durability suggestion is also decent, but already in development, so i'll leave that out. Adding the prone-suggestion to the list though!
[QUOTE=Soulfap;43680785]I really think the game is better off without too many keybinds to maneuver your character ingame. However, the prone-suggestion is very decent. Being able to set up an ambush or lay camping at secret spots waiting for your enemy is always fun, and shouldn't be bring too much of a negative to the game. The durability suggestion is also decent, but already in development, so i'll leave that out. Adding the prone-suggestion to the list though![/QUOTE] Yep! We need to play Rust more tactical instead of just going out with a shotgun shooting everything we see.
Something very low level that is kinda annoying to me is the splitting of stacks of items. It's nice to be able to split in half a stack of 100x wood. But what if I want just 10? I would have to split everything multiple times to get 10, and then place more back in the crate. Why not add a Split X function? That way when you Split X an item, it prompts for an amount and you only take out the X amount.
[QUOTE=Chaddy;43681519]Something very low level that is kinda annoying to me is the splitting of stacks of items. It's nice to be able to split in half a stack of 100x wood. But what if I want just 10? I would have to split everything multiple times to get 10, and then place more back in the crate. Why not add a Split X function? That way when you Split X an item, it prompts for an amount and you only take out the X amount.[/QUOTE] I agree with this. We also need a loot all button or something to make looting easier.
I like most of what you put, but the list would be way easier to digest if you omitted the items already listed on the trello page. From the looks of the game, I don't think digging will be possible, as well as destroying trees or instanced zones. The map seems to be a static terrain map, where the landscape will never change once it's in its final version. Things like the underground ideas would be neat, and possibly even a cave with resources like you mentioned, but I don't see them being implemented as instanced areas. RPGs....I'm on the fence with this one. The last thing we need is zerg griefers running around with rockets, even if they are hard to obtain. On the other hand, running into a roving band of Raiders and holding them at bay with the threat of an RPG is an appealing thought. It sounds like a group system is never going to happen. From several statements made by Garry, this kind of thing just doesn't fit with the theme of what he is trying to build here. The best you are going to get is character customization and clothing options, but this wont stop someone from infiltrating you. IMHO, this is the way it should be. Friendly fire should be something you consider when entering a combat situation and infiltration should be something you consider when starting a community. Having a group system would negate these things. As far as everything else goes, I think the game would be just as fun, if not even more, with those ideas implemented. *Edit* And we don't need quick looting. Deciding whether you want to take everything and be liesurely or rush it and take the best of what you find is important. It adds another factor for consideration when deciding to engage others or not. Hitting one 'Loot All' button will make banditry and raiding too easy.
[QUOTE=Kurogo;43682926]I like most of what you put, but the list would be way easier to digest if you omitted the items already listed on the trello page. From the looks of the game, I don't think digging will be possible, as well as destroying trees or instanced zones. The map seems to be a static terrain map, where the landscape will never change once it's in its final version. Things like the underground ideas would be neat, and possibly even a cave with resources like you mentioned, but I don't see them being implemented as instanced areas. RPGs....I'm on the fence with this one. The last thing we need is zerg griefers running around with rockets, even if they are hard to obtain. On the other hand, running into a roving band of Raiders and holding them at bay with the threat of an RPG is an appealing thought. It sounds like a group system is never going to happen. From several statements made by Garry, this kind of thing just doesn't fit with the theme of what he is trying to build here. The best you are going to get is character customization and clothing options, but this wont stop someone from infiltrating you. IMHO, this is the way it should be. Friendly fire should be something you consider when entering a combat situation and infiltration should be something you consider when starting a community. Having a group system would negate these things. As far as everything else goes, I think the game would be just as fun, if not even more, with those ideas implemented. *Edit* And we don't need quick looting. Deciding whether you want to take everything and be liesurely or rush it and take the best of what you find is important. It adds another factor for consideration when deciding to engage others or not. Hitting one 'Loot All' button will make banditry and raiding too easy.[/QUOTE] You make some very solid arguments. I am also on the fence with RPGs and group-systems, but i decided to add them to the list just in case there was a feel for it. As for quick looting, i couldn't agree more. Being able to loot everything in a split second would undermine a big part of the strategy behind raiding and simply make the game more casual. We don't need a casual game, we need a demanding and progressive game with lots of depth. I think Garry and his team have realized a long time ago, and are working to make sure they create a truly brilliant, realistic and challenging game. It is a real breath of fresh air considering the casual approach that has been made to all the big blockbuster games of late, such as League of Legends, Call of Duty, World of Warcraft, etc.
i agree with most if not all of this, i would like a larger emphasis to be place on survival, hunting fishing farming etc hunting should be more difficult, adding in seeds for various plants and making a variety index for your food bar making it necessary to eat a variety of food if you don't your max health should get limited, i.e eating nothing but meat keeps you at a max of 40% health. make cannibalism a possibility for extreme survival situations so you can not only kill and loot other players but eat them as well. Oil lamps as semi permanent fixtures which can be filled with fuel and make long economical use of said fuel for lighting purposes. water as a necessity and make gathering water necessary including building cisterns or rainwater tanks. siege weapons such as ballistas and catapults even smaller mounted weapons for base defense such as slingshots molitov cocktails you should start with extremely limited recipes and slowly build up knowledge as your average everyday person can not build a shotgun or make reliable gunpowder eliminate research kits and instead have a research table which requires time tinkering and materials, scavenged items can give you a large head start. Also make levels of knowledge on each item recipe i.e 5 levels of knowledge for a shotgun with reduced damage or reliabilty for low level made items repair and maintenance for all items =D thats it for now
Catapults? Basic Knives? These type of weapons should come wayyyy before we get automatic m4's and c4s. Extensive reasearch, and materials gathering should be required to create m4's. And it should be a necessity for a group of atleast 10 players to be able to create higher tech; and even then they would need time (while also satisfying their most rudimentary needs). There should be wide separation from primitive groups and more advanced groups.
[QUOTE=Soulfap;43674138]Well, not everyone is interested in this type of stuff. I love being creative and think a ut game development, and it really interests me to d all the other posts out re with game-change ideas. This is clearly a post for like-minded people. [editline]26th January 2014[/editline] Would like to add that electricity is another implementation that others have posted about before. It would surely add some potential to the military-grade endgame, but it needs to be implemented carefully. I have no idea how electricity would work best so if anyone else has any thoughts on the subject, please do explain.[/QUOTE] Maybe this could be done with a coal generator with coal from boulder's or caves. Which could be upgraded to a gas generator, somehow getting a pump to gather gas. this would be an end game item. Which would make cars possible.
Some very good ideas, and I agree with most. I like to imagine the world of Rust is similar to Absolom in the 90's movie No Escape, where life-term prisoners are dropped off on an island and left to fend for themselves. This would explain why there's evidence of modern technology (items, buildings etc.) from the island's former life, but the vast majority of what's attainable for players would be homemade preindustrial technology. It would also explain why you're in the wilderness with a bunch of people who seem very comfortable with gratuitous violence and theft. There might be a few modern weapons, but they'd be limited to novelty or special situations with no way to mass-produce precision ammunition. Modern technology that was scavenged or "washed up" on shore would need to be reverse engineered to make low-technology imitations. Melee combat is definitely not the game's strong suit currently, so that would need a lot of work before it was ready to take on a primary role. The role of zombies would be replaced by unsociable NPC raiders/bandits with no interest in forming elaborate settlements. As much as I'd like to see the involvement of NPC's (NPC settlement, recruitable NPC's for player-built towns etc.) and some limited RPG elements, let's remember this is a small development team with an indie budget working on a Unity-based game. I'm not sure extensive AI coding is in the cards. hi-mo: "I think it would be cool if the mutants will look like naked new players who just entered the server and that someone from far away will think that it is a new player but that it is actually a strong mutant. this helps for the people who kill noobs without giving them a chance." Why do you think making dangerous mutants look like naked newbies would encourage experienced players NOT to kill them immediately on-sight and from a distance?
I agree with a lot of these, but a lot still just remind me of Stranded or Minecraft. I really want to see Rust evolve into its own thing instead of being a simple Stranded clone. I completely disagree with the resource tier idea Why do we need better picks and hatchets? They're fine as they are, and more tiers would just make everything clunky as far as crafting. Secondly, why implement NPCs when players are capable of building and trading already? I've seen entire player ran cities that span the entirety of a valley complete with laws and trade. Lastly, I agree that there should be some way of building basements, but I don't think digging cubes out of the ground freely is the way to do it. Admittedly, I don't have a better idea. I'd like to see alternatives to tackling his problem, though. I disagreed with a few key areas of the list, but there's a lot of good stuff in there. Thanks for the read. Hopefully some of this stuff is considered.
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