• Drugs/ Boosters
    9 replies, posted
Currently there's pretty much only one way to play and that's shooting somebody in the face. I suggest adding a brewery/chemistry station or maybe a few of different difficulty levels with each improving your drugs. Speed increasing drugs would really speed up the games economy since travelling now is holding W and looking at your phone (or boating). Drugs that stop you from getting bleed debuff for the next 5 minutes. Drugs that let you jump higher to maybe make some jump puzzles easier or a fall damage reduction. Strength drugs for more melee damage to make looting boxes and such faster. I think making these stations expensive and or requiring special skills would force players to specialize either in drug stations and trade with everybody else or make both workbenches and stations and stay mediocre. Though that probably won't happen because if overdone these will flip the game balance, and if under-cooked then they're just pointless.
I see 2 people are assblasted by this. I'm only mentioning possible drug uses not what they should be exactly. It is unavoidable that meds will make their way into the game, it's only a matter of time.
How do you even loot boxes faster?
Hit harder, box dead in 1 hit instead of 2. Do you think before posting?
Boxes don't die in Rust buddy. They are known as "barrels" and you can already 1 hit them with salvaged cleaver for example.. Do you think before posting?
Semantics. Now can you not think of any uses for increased strength other than hitting barrels? What if you don't have a cleaver? What if you want to melee someone? Breaking down walls with pickaxes faster? Do you think before posting?
Looks like someone has been playing a little too much of minecraft. I doubt that they will never even consider adding drugs/potions that will either make you jump higher or stop any bleeding for 5 minutes. When we are talking about this type of concept that would definitely not be for early game, it would already be useless in the late game. I doubt that the first thing you would do on a fresh wiped server is to make a brewing station so you can melee someone for more damage, unless you're going to be hitting full ak guys with swords and you're strength drugs. Everything you suggested here is just too much hand holding.
How would it be useless if it stops you from bleeding out with 4 health because you can't get your hands quick enough on bandages? Are you daft?
Ahh barrels, crossbows, cleavers, bone knives, swords, maces and the sort are already quite fast enough. It would almost be the same as Rad pills, where it does have a good use but nobody really cares because it's fast enough already so they just throw it away for scrap and/or components. Increasing melee damage against player built structures would require fuck tons of balancing (16 metal pickaxes to break through an armored wall, YAY! Just an example.), but I honestly wouldn't mind a bit more use for the melee weapons in PvP, as you'll probably die against any gun, if the gunner knows how to aim. So this strength drug could either be broken for raiding, or like rad pills, useless. For the anti-bleeding pill, well it's an interesting idea, so much that it's already implemented as a Large Medkit. And it's actually quite unused, probably to the stack size. But for the sake of argumentation I'll assume it simply removes bleed effects and stacks up to 5. Broken. Spam syringes while clicking the pills to remove bleeding effects. Give it a debuff to be as useless as rad pills or make it have an animation, now it takes too much time to make use of it and it's too expensive comparing to bandages (Which is literally what happened to the Medkit, apart from the stack size.) Ohh, jump height modifiers, yeah right I need people boosting up to a three story base with one ladder and one jump. (Broken, debuffs, possibly still broken, more debuffs, useless.) Speed modifiers. At first I was like: Not a bad idea at all. But then I remembered speed hackers, either give it a shaken aim debuff, or no bueno, at least that's my interpretation. But! This is a survival genre, not an RPG, giving this game buffs and debuffs was already discussed, mostly everyone was displeased with the idea.
Problem with rad pills is that they're done wrong. They should passively reduce incoming radiation like clothes for a limited amount of time. then they would be very valuable since you wouldn't need to gear out to get some garbage out of a rad town. Everything else is just a suggestion and not what I deem correct for the game. It's up to the devs what they want to add and how to implement it, except for rad pills. Those need to be fixed now.
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