• Improvements, ideas, suggestions, and all kinds of shizzles
    2 replies, posted
Helloooo ladies and gentlemen, and Garry. I'm a great fan of Rust, been enjoying this game for a long time, and the current state of Rust amazes me. It's been long way since I first time crafted a stone hatchet, but not the last, and I want to make this game more fun, more challenging, and of course, more balanced. I've got few ideas I've been thinking of along my over thousand-hour journey through the woods of Rust, and I'd love to hear your opinions about these. I'll try to explain each change I'd make as good as possible, and I'll divide the ideas to sections. Should help a bit in understanding what I'm after, and picking the right part to refer to. [B]Metabolism, food and body.[/B] - Increased water consumption. - Increased food consumption. - Increase water consumption while "Too Hot" - Increase food consumption while "Too Cold" - Add infections and/or diseases and non-craftable antibiotics. - Water from river/lake has a chance to infect unless disinfected. Campfire? - Most food can't be stacked, less is acquired from animals and requires animation to consume. Currently, both water, and food, play very little role in Rust. These two features currently are mainly used for quick health, and once you have maxed the stats, you don't have to worry about them for the rest of your short life. This is why I'm proposing increased water and food consumption. Each physical task will cost you more food/water than just standing still, which will force you to keep a stack of food with you. Having too low water/food might slow you down a bit. Here comes the part of non-stackable food. No more can you carry a weeks worth of steaks in your pocket. Smaller food items, such as berries, can be stacked however, but most of the meats can't. Their nutrition values would stay the same, forcing you to keep your journeys short, or stacking your inventory full of food. Harvesting food during your journeys would also happen, since picking berries from bushes and killing animals would actually be wiser than just taking everything from your base. Water. This common liquid hasn't been given much love, though things are about to change. Garry has hinted about being able to drink from lakes and/or rivers. Everybody knows what Newmans tend to do in lakes. Yeah... Wouldn't want to drink that. It's not clean water, and thus shouldn't allow you to drink it without any risks. Here come the new mechanic into play, infections. You can get infected from lake-water unless disinfected. You can boil water on campfires or use disinfectants. Infections. Rust had zombies, and this is where we are heading back with infections. Just kidding. Talking about regular infections. Diseases. Bleeding without cleaning your wound or patching up might this time pay your life. Eating rotten meat won't give immediate effects, but a day or two later, you'll know what hit you. Diseases can start from mentioned actions, but also being too cold for too long, or by spending time too close to another infected person. Disease would be spread into different stages, with lower stages having slighter symptoms, including, but not limited to, weapon sway/loss of accuracy, loss of power in form of slower harvesting, running and overall slowness of actions. Together combined, these changes would actually promote the survival aspect of Rust, making you finally worried about yourself. So far, keeping yourself alive has been only challenged by other players. [B]Respawn mechanics.[/B] - Introduce "anti-zerg" back from Legacy, as in, each sleeping bag has their area of effect. When you spawn in a sleeping bag, you are not allowed to spawn in any sleeping bag within 50 meters from your last spawned sleeping bag until its timer has went down. - Increase respawn time from five minutes to 10-15 minutes. - Add respawn cooldown when respawning at any location, around 30-60 seconds. - Limited use of sleeping bags (?) Since dying is something that every Newman will face, it's not something that should be forgotten easily. Dying and respawning would actually cost you precious time, and "anti-zerg" sleeping bags from Legacy would prevent from coming back to life in the same spot all over again, thanks to dozens of sleeping bags. Also, limiting the number of uses each sleeping bag has forces you to keep gathering resources in case you still keep respawning in the same bag over and over. [B]Gear[/B] - Each animal has unique headdress (Wolf Headress) - Fur/feathers can be gathered from animals. - New fur/feathers can be used with Hide clothing to make different kinds of clothes, wolf fur vest, feather pants and so on. - Salvaged tools are around 25% more efficient at gathering, but are non-craftable. - Salvaged weapons introduced to the game. No blueprint, no crafting, increased stats over craftable weapons. Only available from airdrops. - No blueprints, research table only way to learn to craft new items. Cost reduced. - Ladders?! Having clothes with similar stats, but with different looks can be used to separate factions. Faction A running with "wolf suit", while Faction B goes the fancy route with feathers. Salvaged tools have also felt forgotten, since they barely give any bonuses from regular tools while costing shitload more. After an update, they'd be more efficient in harvesting resources thanks to their prime condition, but you are unable to craft them. Also, salvaged weapons are introduced. Having an assault rifle straight from the factory will look cool as hell, and it's as rare as it looks. Only available from airdrops, this beast packs a punch, with overall slightly increased stats over regular weapons. As salvaged tools, these weapons are not researchable. Blueprints. Everybody hates running around radtowns for hours, in desperate search for that one blueprint, let it be Code Lock, Hatchet, Pickaxe, Explosive... Anyways, blueprints overall should be, in my opinion, eliminated. Learning to craft new items is now done by using the research table, which has reduced cost (10x Paper -> 5x Paper) and increased chance of success (30% maximum -> 40% maximum). Ladders. Some love them, some hate them. My opinion... Well, it works. There's still room for improvement. Having two sets of ladders, one which you can craft by default, and a metal ladder, found from crates. Difference between these two is the fact that wooden ladder can only be placed if there's ground, foundation or similar sturdy structure under it. Search "Folding Ladder" to get the idea. Metal ladders would work the way current ladders work in the game. So, there's my two cents for improving the game. What are your thoughts?
I'm working on a mod that tackles most of this :) So far I have a stacking debuff on radiation and suicide deaths giving you a x5 rad damage. Other conditions are on the way and changes to food.and water are in the plans
I like the idea of feather pants. I am wearing some right now.
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