When talking about different ways the environment could be more deadly, I had the simple idea for infections. Here's how I imagine it would work:
[B]Trigger[/B]: Player is bleeding
[B]Effect[/B]: High Chance to get infected if left untreated (ticks away on its own)
[B]Treatments[/B]: Going into [U]water[/U] (to wash the wound) and using a [U]bandage[/U] quickly both reduce the chance drastically, the later being the most effective.
[B]
Balance effects[/B]: With this idea in place, bleeding becomes kind of scary. Now, if you want to leave your house, it's pretty much expected that you leave with at least 1 bandage. Gunshot wounds, wolf bites, arrow/spear wounds, bear wounds, and prolonged exposure to spikey barricades all have a moderate to high chance to cause you to bleed, making these things naturally more threatening and increasing the difficulty of survival (which I think we can agree is lacking atm)
Risk of wound infection would definitely boost the significance of being injured above the current "wait it out" process. If it were revealed that the islands were surrounded by saltwater (totally plausible given the apparent size of the water), that would add an interesting bonus since saline makes an excellent mild disinfectant.
Adding on, animal attacks should have a higher chance of being infected, as well as leading to other types of infections.
[QUOTE=SemiDemented;48002192]Adding on, animal attacks should have a higher chance of being infected, as well as leading to other types of infections.[/QUOTE]
Now we're talking!
Garry introduce biting and this cause a big infection. xD
No comment about getting infected and becoming a zombie afterwards :D? jokes aside this is actually a pretty damn good idea
[QUOTE=Mezamorphis;48007689]No comment about getting infected and becoming a zombie afterwards :D? jokes aside this is actually a pretty damn good idea[/QUOTE]
Its about what bites you also could turn into a Werewolf or a Werebear or a Wereboar oh my god...
[QUOTE=Thor-axe;48001057]When talking about different ways the environment could be more deadly, I had the simple idea for infections. Here's how I imagine it would work:
[B]Trigger[/B]: Player is bleeding
[B]Effect[/B]: High Chance to get infected if left untreated (ticks away on its own)
[B]Treatments[/B]: Going into [U]water[/U] (to wash the wound) and using a [U]bandage[/U] quickly both reduce the chance drastically, the later being the most effective.
[B]
Balance effects[/B]: With this idea in place, bleeding becomes kind of scary. Now, if you want to leave your house, it's pretty much expected that you leave with at least 1 bandage. Gunshot wounds, wolf bites, arrow/spear wounds, bear wounds, and prolonged exposure to spikey barricades all have a moderate to high chance to cause you to bleed, making these things naturally more threatening and increasing the difficulty of survival (which I think we can agree is lacking atm)[/QUOTE]
Good idea. Bleeding is already lethal, but bandages cost 3 pieces per bandage and Hemp plants make bandages plentyful. So if this is added then people will actually care for their lives.
I got a mod idea I didn't get to yet but want to tackle soon. Basically, I want Rust to be the survival game it claims to be.
Ideas I have:
- Sickness, infection, etc. that can be contracted from the environment/wounds
- Cold/heat/being hungry/etc would all have an affect on chances of getting these
- Different sickness stages that get worse the longer you do not treat it
- Contagion to other players for certain of these conditions, getting higher with higher stages of the condition
- Suicide will not remove these
- Make water and food a thing to need to watch for (make them go down faster and faster still in cold/hot environments --- sicknesses could also affect this)
- Each sickness/condition would be treatable by different things... Ex: give those black raspberries a use!
All this can easily be modded and would add A LOT of depth to the game and bring back the survival in Rust. Right now, after 10 minutes of play as a fresh player on a server your only threat is other players. The environment should be your first concern, all through the game no matter how far you are in progression.
Suicide will need to remove them - Though I think that feature is implemented a bit incorrectly.
Apart from being in a buggy place that you really can't escape from, suicide should only be an option when your character feels all other hope is lost (Like 5% HP / Starving / Freezing) - and not something freely available whenever you feel at a disadvantage.
Right now it's totally contrary to the human will to survive.
I understand that there is a fine line between annoying and fun when it comes to simulation games, but a requirement for suicide should be there.
(I feel like creating a mod for all these suggestions)
Different house tiers should also provide different tiers of warmth. Maybe Rust could put some more decorative use to a practical implementation - Like sleeping on a carpet will be a bit better than sleeping on the floor.
Fantastic idea, Thor. Would add some easily-learned-depth, keeping the learning curve reasonable.
And maybe the more infections you survive, the less chances you'll fall victim to them, or they'd have less effect. It wouldn't be an advantage in combat (since infection would creep in during the minutes after a fight). But it would make an incentive to keep scarred veterans from going crazy suicidal.
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