• [CONCEPT] New Rust decay system
    10 replies, posted
1) clicking E(use) on cupboards brings new menu: - Authorize - Clear authorization list - Reset the timer (display actual timer value) - Switch to Free building privilege / Switch back to limited (normal) building privilege 2) Timer: Starts on 72 (or whatever) and every hour is value decreased by 1 - resetting the timer by cupboard menu sets timer back to 72 - if nobody resets the timer for 3 days (72 hours) then it's value is 0 - if value gets to 0, cupboard switch itself to Free building privilege 3) Free building privilege (not same like zone without building privilege) - free building privilege zone means that everybody can build in this area - all parts of building receives 8x damage done from all sources (including decay) and 8x repair done Means: - you are able te remove walls more easily if you have access to inner side - 8x more damage means you can put down a stone wall using 1 or so pick axe only (this can help remove unwanted walls and parts in your own base, you just switch your base to Free building privelege manualy for a moment) - outer walls takes 8x more damage so you can raid this base with pick axes (8 pick axes for one wall) - base decay is extremely fast so it "self destruct itself" in like 2 days if nobody switch cupboard back to normal building privelege mode - you can repair your base in this mode because every repair costs 8x less materials (nobody will abuse this while being raided because it's also brings the damage received, of course..) Quick facts/benefits: There is no decay on bases with cupboards if you reset the timer at least once every 3 days Bases without cupboards have regular decay (1x speed) Every base decays in 5 days if nobody resets the cupboard timer (first 72 hours is safe mode without decay, then 48 hours in vurnerable mode with 8x decay (free building privilege mode) and then its gone) While you are in Free building privilege zone you can see blue information label in bottom right corner (still green for building privilege and red for building blocked) Probably better solution than reseting the decay timer by using the door in the base because if you just walk to abandoned base you don't stop decay progress in it It can help people to remove some missplaced building parts If you run around the base where you see Free building privilege you know it's abandoned (raid it, take the stuff and make it home more easily) Protect your cupboard WELL:) Edit: Added 8x repair multiplier in Free building privelege mode
Don't build potential functionality around something that is temporary (cupboards)
[QUOTE=utilitron;48105850]Don't build potential functionality around something that is temporary (cupboards)[/QUOTE] This decay system is not limited to using cupboards.. it can be replaced with something else and it can still work like that
could work as a function of the repair bench i suppose. i'm against the idea of some magical window that your building suffers no decay; balance the damage so it takes 3 days before it really puts you at risk, sure....but no decay for 3 days because you hit the "no decay" button? really don't like it.
[QUOTE=utilitron;48105850]Don't build potential functionality around something that is temporary (cupboards)[/QUOTE] Nothing is more permanent than temporary things. The tool cupboard as an anti-raiding tool was temporary. As an anti-grief tool, I think even Garry would agree that right now it's in a very good spot and that there is no reason to remove it (other than "because I said so 6 months ago"). It serves its purpose well, it does not prevent anyone from doing anything they ought to be doing in the first place, so it's all good, it's a perfect solution to a very real problem. Ladders made the urgency or even reason of removing tool cupboards void. Totally. [editline]2nd July 2015[/editline] On another note, I very much like the idea proposed by the OP here, good job, I think the dev team should definitely consider something along those lines.
The tool cupboard isn't an anti-raiding tool. It's an anti-griefing tool. Without the tool cupboard, nothing in the game stops someone from placing a wall too close to your door for you to get out, trapping you in if you have no doors on higher levels. In legacy, you could spam walls inside someone else's building via exploits in the rough version of the building system and drop a bunch of them in the center of a room in a starburst pattern, rendering the entire room useless and trapping any sleepers in narrow wedges where the only way out was suicide. Eventually, the building system will be set and all designs and features established, and then it'll be time to go and polish and optimize and bugfix -- and that will also include setting mechanics rules down that state that doors can't have walls placed within their swinging radius or whatever the permanent solution for blocking doors is. Until the building system is solidified, it's a waste of time to write code for all of these edge cases, because if the devs decide to change the building system in a fundamental way (quite possible, still), it's likely that all of the special case handling will break because it's not compatible with the changes. Until it makes sense to put the work into making all of these griefing scenarios specifically impossible, the tool cupboard is a quick and easy stand-in. Right now, there is no reason to remove it, and even people like me, who remind people that the cupboard's temporary and to avoid basing their entire meta around it, are not calling for it to be removed [I]right now[/I]. But there will come a day when it's time. I don't think garry wants Rust to be defined by magic forcefield-projecting boxes that will put you on the VIP list if you rub your dick on them -- after all, the tool cupboard became needed specifically [I]because[/I] the experimental reboot of Rust was designed such that building pieces explicitly and specifically do not have any concept of ownership. However, he [I]has[/I] said that the cupboard is "probably" going to be removed in the future, which is not the same as "definitely", so there is a chance. I would expect the function of the cupboard to change significantly if that comes to pass, however, because it'll go through balance passes -- and nobody knows how that would go so there's no point in arguing about this potential future this early.
Even if this could be another temporary solution for next couple of months it would be still better than current system because it can help people to 1) find abandoned bases 2) take over abandoned bases 8x more easily 3) make easier to remove misplaced building parts in their activa bases 4) protect them from spending shitload of resources on decaying base which they use 24/7 anyway. This is bringing extremely fast self auto removal/self autodestruction of bases which nobody needs/cares about.. There are other ways how to bring this Decay counter to cupboard to make it understandable for everyone.. It can be solved by cupboard hps.. 720 hps when its new and then loosing 10 hps every hour until you fix it with hammer to full health (which can cost resources - that brings base upkeep back)... If cupboard health drops to 1 (because nobody repaired it) it can switch its mode to Free building privelege. That's just idea how to get rid of this magical number accessed over the cupboard menu which some of you doesn't like Edit: And I forgot to mention that it removes the problem with fixing inaccessible foundations in your base becase you need access to cupboard only..
[QUOTE=mrknifey;48107351]balance the damage so it takes 3 days before it really puts you at risk, sure.....[/QUOTE] YES thats it! Start the decay right after the wall is set up, but the damage per hour is extremely low. However, this damage per hour increases per time. After 24 hours, an armoured wall has received 90 damage in my following calculation, this isnt critical at all. But after 72 hours, it has received 1000 damage. Everytime an object gets repaired, the hoursSinceReset counter is set to 0. [I]damagePerHour = ( hoursSinceReset - 5 ) * 0.385* materiealMultiplyer[/I] (lol, multiplyer 0.44 or 0.385 was depending on excel or google. They've different precision. So the final value would have to been set by facepunch in any case) hoursSinceReset cannot be < 0 thus ( if you can't read this, you're probably no programmer) : [I]hoursSinceReset = ( hoursSinceReset -5 > 0 and hoursSinceReset - 5 ) or hoursSinceReset[/I] If we ignore the materialMultiplyer, then damage after 72 hours is 1000 (for armoured). Wood would be destroyed after 36 hours, thus there's this multiplyer. materialMultiplyer is calculated by: [I]0.001 * objectsHp[/I] So an object with 500hp has an materialMultiplyer of 0.5 and thus receives half the damage a armoured wall receives. This means, they decay at the exact same speed. If you want to see the numbers, look [URL="https://docs.google.com/spreadsheets/d/1RxLiv2GhnDYoImPP98dIXH3hKVWPouSFRiyqK-nkvFQ/edit?usp=sharing"]here[/URL] to see the numbers: The values are for armoures. For objects with 500 hp, half damage is dealt. Objects with 250 hp receive a quarter of that damage.
[QUOTE=TheSempie;48110300]YES thats it! Start the decay right after the wall is set up, but the damage per hour is extremely low. However, this damage per hour increases per time. After 24 hours, an armoured wall has received 114,7097 damage in my following calculation, this isnt critical at all. Everytime an object gets repaired, the hoursSinceReset counter is set to 0. [I]damagePerHour = ( hoursSinceReset - 5 ) * 0.3803 * materiealMultiplyer[/I] hoursSinceReset cannot be < 0 thus ( if you can't read this, you're probably no programmer) : [I]hoursSinceReset = ( hoursSinceReset -5 > 0 and hoursSinceReset - 5 ) or hoursSinceReset[/I] If we ignore the materialMultiplyer, then damage after 72 hours is 1000 (for armoured). Wood would be destroyed after 36 hours, thus there's this multiplyer. materialMultiplyer is calculated by: [I]0.001 * objectsHp[/I] So an object with 500hp has an materialMultiplyer of 0.5 and thus receives half the damage a armoured wall receives. This means, they decay at the exact same speed.[/QUOTE] That's exactly what I was trying to avoid..I don't like the idea to run around your base and fix every foundation one by one to protect it from decay
Thats not contrary. I didn't got deep into the decay-reset mechanic. This could also be done by the often recommendet cupbord-reset.
I like the sound of the splat when Elix slams down his Sledgehammer of Knowledge and Reason upon the poor newmans
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