• I have an idea for the new "scientists compound"
    7 replies, posted
So I've had a little inspiration for this idea, which is in actuality a series of ideas that could influence the future of this procedural area. videogames like half life 2 and The Last of Us emulate what truly feels like an oppressive atmosphere in one segment or another, Masked men with guns in the streets posing as the dominant authority, taking potshots at passerbys for fun or bullying random players like the infamous "Pick up that can" segment from HL2, which ends up in you getting a beat down or even killed if you didnt comply of course. Then theres that shanty area in boston under the control of the shady FEDRA from The Last of Us. What TLU did right with the quarantine zone was the feeling of dread around every corner, but at the same time a sense of control and even protection (for a price of course). Ration cards to bribe guards or other NPC's to ignore your actions, checkpoints at every other street that require quick-to-expire paperwork. All this hard work and just scraping by, but at least having a place to lay your head at night and have a sense of decent safety. In the sense and practicality of the game itself, the "scientist compound" could have a residential area for players to rent property at a high price for the safety involved, likely in the form of scrap or something of equal value like food. Putting a lock on your door when you go out to scavenge might even have a hefty price! New players would flock to this walled society to get away from the bandits and highwayman of the outside world, at least at nightime or of course when logged out. Limited living space within the walls of the compound might cause players to maliciously wait out and follow another player while he/she is scavenging to do away with him just to get a chance at a space within the walls. The restrictions and security within the walls wouldn't make much room for expanding and growth for a lone player, but with a little luck the average player could go out and scavenge enough while having enough on the side to move out of that run-down dystopia and aspire for something more in the ever growing world of Rust. So all in all a TLDR, or to simplify it all. A new residential area in the scientists compound to rent small apartments (probably run down actual apartment buildings or something equal in size?) where you have to bribe, beg, scavenge and more to assure top-of-the line security while learning the ropes of the game. Thoughts and ideas are welcome, a simple discussion can go a long way after all.
Scientists just ruin the game. It doesn't feel like Rust anymore.
I tend to disagree. The scientists add mystery to the constant development of Rust's story. The scientists presence both near the compound, the air conducting sweeps and airdrops, and even junkpiles attempting to find something all adds a little more to the possibilities we could see come into fruition in the future. The backdrop that came with the scientists outpost, Cobalt added a new direction for what monuments and activities we could see, leading up to who knows what. All I know is that in the ever expanding world of rust, there plenty of room for experimentation and innovation. Also as long as playerside servers are configurable to a major degree and certain features like the team system can be disabled and even things like airdrops? There's no reason I can see for Rusts development team to go all out with their collective imaginations.
I can definitely appreciate what they're aiming for, but In my opinion, we shouldn't see them as often. I feel like it would add suspense to the game if they encounters with scientists were random and not as common. Also, I managed to kill one and was not able to retrieve his/her weapon. Should be rewarding for a naked to take out a scientist.
Fair enough, I agree maybe the scientists should be a bit more rare or perhaps a bit more exclusive to monuments like the compound of course and less so out in the open examining junk piles. My beef really is that if their AI wasn't so bad, it wouldn't be so unreasonably op for them to drop their weapons upon death. Also yeah it takes away from immersion when they just have some ammo and a candy bar when they drop dead, its just kind off putting for a bunch of militaristic invaders not to have better loot tables.
Even on modded servers they still dont, nor do they drop their weapons, But on modded servers with NPC mods you get both. The one I play on has "bots" at every monument and random ones scattered all over the map as well as the scientists. The bigger the monument the more bots,
Believe me when I say I understand so many people's disappointment with the scientist's loot tables. But two things to bear in mind. The golden days of make anything anywhere, go where you want with no intrinsic impediment, build what you want as large as you want are well and truly over. And it was no secret this was all coming. The Devblog, the mind map and then the road map have been pretty clear about all this. I accepted the new blueprint system and after some balancing its okay, it needs tweaks but it makes the game a lot more interesting. IMO introduction of experimenting blew the bottom out of the trading market, but they've gone a different direction by adding puzzles, better loot and the outpost. I really didn't like the introduction of the upkeep system and still resent it. I understand why it was brought in. It kaiboshed my usual game play. The new building system with a few perks otherwise is far more finicky, time consuming and very restrictive even when you're making a base thats perfectly legit. I also understand why they brought that in. It was no surprise to me at all when the scientists arrived that their loot tables were little better than a normal crate or a couple of barrels. My God the heated complaints I've heard. Yeah, it sucks. But this is a game balancing thing. They are denying or resisting access to loot that in the past we could just wander in and take without a thought. Their loot table is the loot you get when you get passed them. Its a hard pill to swallow because we had it so good. All of the things I resent with the progression of the game is because its the end of an era filled with good memories. But I'm focusing on making new good memories with the game as it develops and play it my own way. I have to say, at the end of the day, the only reason I have kept playing this game is because of the people I meet and play with. I very rarely play alone even if I play solo. There are plenty of community and modded servers that tailor to different tastes. E.g. when the upkeep system came in, I helped the owners of the community server tone it down a lot since entity counts and server performance simply wasn't a concern. As a community we breathed a sigh of relief and continued to enjoy playing together. Those days have passed, I'm playing on vanilla upkeep and still having fun with my mates. Adapt, move on, enjoy it for what it is. Of course there is always room for improvement and its great we can air our opinions and views and sometimes Facepunch sit up and listen.
I agree. Great points.
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