• Salvageable Remains
    17 replies, posted
This is an idea I thought of while browsing another thread about the "wood pile" controversy as seen [URL="http://facepunch.com/showthread.php?t=1473372"]here[/URL]. It seems pretty clear that a lot of people are not happy with the current resource gathering methods; specifically wood. A lot of people have suggested that wood piles be added into the game to function as they did in legacy. A lot of other players, myself included, do not disagree with the fact that gathering wood can be tedious and boring. However, we feel that wood piles are non-realistic and would feel too much like a band-aid fix to a major problem. Much like the barrels and cupboard. So I come to you with a suggestion. Salvageable remains. Basically, remains of old homes/bases could be found around the map. These would not be old player-made bases. These would be pre-designed or generated buildings that spawn randomly around the map, sort of like radtowns. I'll use [URL="http://i.imgur.com/I6eGpkt.jpg"]this classic piece of artwork[/URL] as an example. Smashing the wooden walls would result in a massive wood pickup. Smashing the metal siding would result in metal fragments. The doors could also be open/breakable so players could go inside and explore. Loot could also possibly be found throughout the remains. This would also help the current "barrel" problem. The entire thing is destructible and each wall/floor/roof/whatever provides the player with resources. The numbers will have to be tweaked so that they don't give insane amounts of loot/resources, but still give enough to encourage players to go out and search for them. Spawn rates should also be limited so that there's only a couple of them on the map at any given time. Perhaps certain tools would be required to obtain these materials. A rock wouldn't be able to break apart the metal siding, but perhaps a hatchet or pick axe would. That way, if a naked happens to find one of these bases, the wooden walls and whatever loot may be inside would help them, but they wouldn't be able to start out with a ton of metal fragments right away. Some work would still have to be done. With this addition, those of us who are fine with farming trees near our base can continue to do so. Those of us who find trees/rocks to be tedious and boring can go and explore for these remains. Players who hate airdrops because they always die (me) can go out in search of an alternative loot source. Nakeds can benefit and often get a quicker start without it being TOO quick. Personally, I'd love to see this implemented. Feedback is encouraged.
I like the Source of the Idea but i think this would be fucking hard to programm and were not gonna see this in a year
Really? Almost 100 views and only one response?
what did you expect everyone flieng around cuz of youre game breaking Suggestion?
[QUOTE=ScrapDraft;48097910]Really? Almost 100 views and only one response?[/QUOTE] don't get too hung up on views, they mean about as much as ratings. the idea is old, but i agree with it's base concept. i would have it that walls etc give resources, not new "base" entities. giving old bases a function beyond just standing there until decay gets them would help with cleanup, and give newspawns a way to make a decent building quickly by scrapping an old wreck.
I'd love to see your idea implemented with: 1. Abandoned (no door utilization or repair after X amount of time in RL) structures enter a state of ruin, letting newmans harvest it for its component metals. Rewards exploration, speeds removal of clutter, and conserves trees--Rust's verion of recycling. 2. When you blow a structure to kingdom come, spawn a debris pile under all those gibs. As the gibs disappear the debris pile can be harvested for X% of the recently destroyed components. By mixing in player and spawned buildings for salvagable remains we could immersively blur the line between the two.
[QUOTE=SulliG99;48091237]I like the Source of the Idea but i think this would be fucking hard to programm and were not gonna see this in a year[/QUOTE] Should not be THAT hard to implement. Basicly, the event of a breaking wall/stair/door/whatever currently triggers an animation. Within this idea, it also has to trigger the spawn of some items, depending on the wall, like let's say a smashed wooden wall would drop 4 times 20pcs wood and 20 clothes or so. So the pure salvage thing shouln't be that hard. However, the random spawning preprocessed base would be a lot of affort, and I don't think it's worth it at all. I'd prevere salvagefarming from user-bases, not prebuilden bases. The main problem is performance I think. Imagine a 200p server, where a lot of people smash walls simultaniousely, there would be a lot of lootdrop to be processed by the server at a time. They just fixed the high amount of lootbags which are droped by furnance, not to replace the problem by high amount of bags to be droped somewhere else. Imagine a regular clanraid: Let's say 8 people want to raid a larger basement. Thus, 4 players at a time are shooting with rpg. Within no time, many walls would break (RPG -> AOE-Damage) and thus a lot of lootbags have to be droped. 4 player shooting 5 rocket each, could destroy 15 armored walls, or far more sheetwalls, if aimed well.
Make the loot dropped by breaking walls merge into a few large static piles (kinda like drift wood on the beach cept its finished logs bits of metal,stones and what not) that act like airdrop crates.
nice solution but it ould be kinda odd to see old houses spawning around the map
Only problem I see is "spawn rates" . Why would an abandoned house respawn after you destroyed it? The map is what it is and should not have points of interest that spawn. Now if you could get some wood, stone, or metal from destroying players bases I would be ok with it. At least there would be a reason for being a dick!
[QUOTE=Louin;48105155]nice solution but it ould be kinda odd to see old houses spawning around the map[/QUOTE] The spawn rate could change depending on how many buildings are on the server. If players are already flooding the place with their own ruins, it could back off. But in the early days it would seed the landscape. That way the island would have more of a timeless quality--even after a wipe.
There was some concept art to replace barrels. [url]https://trello.com/c/kLJClCeh/126-lootable-rubbish[/url] It might determine the type of loot within.
[QUOTE=halfhand2012;48105314] At least there would be a reason for being a dick![/QUOTE] Lol'd harder than I should have!
more lag no
One other thing I'd like to see re: Salvageable Remains would be metal parts from the various derelict automobiles. Risk vs reward, since while you're operating your chop-shop, radiation damage is accruing at a lethal rate unless heavily protected, since pretty much all automobiles are in radiation zones. By parts, I mean parts, not just scrap metal, which could then be used for house plating, personal armor, the proposed fuel-based autos, or melted down in the forge.
[QUOTE=marcelalberti;48113379]more lag no[/QUOTE] The game doesn't lag as is. If it does, it's probably your PC. Please don't tell me you're trying to play on a macbook.
[QUOTE=faxfane;48115040]One other thing I'd like to see re: Salvageable Remains would be metal parts from the various derelict automobiles. Risk vs reward, since while you're operating your chop-shop, radiation damage is accruing at a lethal rate unless heavily protected, since pretty much all automobiles are in radiation zones. By parts, I mean parts, not just scrap metal, which could then be used for house plating, personal armor, the proposed fuel-based autos, or melted down in the forge.[/QUOTE] Scrap metal would be awesome. With so much wreckage in Rust we have some obvious nodes already, and barrel-replacement scrap heaps in the future. The guns, salvaged tools, sign armor, and bucket/can helmets all [i]look[/i] like scrap metal, so adding it in as a resource would make both visual and thematic sense.
[QUOTE=mike10019314;48105027]Make the loot dropped by breaking walls merge into a few large static piles (kinda like drift wood on the beach cept its finished logs bits of metal,stones and what not) that act like airdrop crates.[/QUOTE] this just this
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