• Devin Dousay's MEGA Ideas!!!
    2 replies, posted
I just joined this site so I can deliver some ideas of mine. Given my past experience in game creation, I can only hope these ideas are of some help to at least spark even bigger ideas. The ideas I'll provide below are meant for the grand scale of things. I'm talking about a server that can hold up to a thousand players. Thanks for reading. [U][B]Chapter One[/B][/U] •Biomes: Swamps, Deserts, Snowy Mountains, Plains. -You only need a few different biomes to provide a great variety of places for players to call "home". Don't go 'Minecraft crazy here. just 4 or 6 biomes is enough. The major intent here is to have different temperatures to deal with, thus resulting in more 'armor' types that suit the environment while still providing an optional nice change in scenery for players. •Towns: Big, small, any size that is under what is considered a "city" -I'm sure predated civilization has been on the table. Should it be on the map? Should it not? If so how big? If not, is it optional? Perhaps you should allow server owners to create their own world maps. I see this as a huge option, and something to not take lightly. Because the more options you give the player community, the more open and uncontrolled a project can become as far as managing their own version of YOUR game. That is a topic best left to your head directors. As for now, I'm going to speak as if there are going to be a select few pre-made maps that may be slightly configurable. And to narrow the topic, I'm going to speak of "towns". Towns are where loot and useful things reside. That is why towns are a huge warzone in any survival situation. Because nobody is going to stand around trying to figure who deserves to get what. Especially if a survivor is desperate. I believe towns are a great idea and should thrive in well placed areas of any given map. But the issue at hand here is the size of these towns. You see, I keep saying "towns" because in a game like rust, a "city" would be too much of a mess. I consider cities to be rather large and tall. Where as towns are big enough yet small. You want players to only visit a town to loot what was once abandoned and then take off due to other survivors doing the same thing. You don't want a place where strong players can take over and not let anyone through. And I believe if the town is too big, anyone who claims it first will have the advantage. Why is this? Because I feel if a strong and thriving "clan" or "Band" of survivors decide to build their base just outside of large city, they would not only have quick and easy access to the loot but there would also be ALLOT of it. And before the server knows it, the gameplay would be very unbalanced. So I say, let there be towns. They provide a great place for firefights and looting as well as trading. But make the structures spread apart and wide. Make streets open yet cluttered just enough with debris to provide cover in case of a battle. And allow the spawning table of the loot there to flow evenly as to just help the player 'survive' and not 'thrive'. •Caves/Dens: Big, small, deep, tunneling -Again, don't get all "minecraft" on this idea. When I say caves, I mean realistically sized caves that would serve so many more purposes on the game, it could create an completely new strategic thought process to the entire gameplay. Think about it, Let's start with a "den". This could be a simple place for a pack of wolves, bears, boars, or other wildlife to reside. Stumbling upon one of these could be the last thing you see if you're not careful. But why not add some gambling to the mix? Maybe make players aware that some-what rare loot "MAY" spawn deep in a den. Perhaps a decent gun abandoned by "previous campers"? You won't know until you spend the next 30 minutes fighting off a hoard of bears to get to the back. If this were the case, I'd suggest making the rarity of loot possibly found dependant on the difficulty of the wildlife you have to fight off. Hell, maybe NPC pirates settled in there and you have to endure a gunfight for loot! (More on my NPC ideas later) Now let's talk "tunnels". Being able to navigate the world underground would unlock limitless possibilities. It would be safer to roam yet just as dangerous depending on survivor's stroke of luck. It could provide quicker shelter yet limited space. It would allow a new variety of hostile creatures and NPC's to exist! Bats, snakes (getting poisoned/More on that later), Bears, cougars. And it makes for a great getaway for Raiders and victims. And finally, let's talk "caves". Yes, not every cave is a tunnel. when I say "tunnel", I mean a 'tube' that resides underground connecting two different places to the surface together. Now when "cave" comes to mind, I think of a long 'tube' that leads to nowhere underground. Caves are great for new survivors to take shelter in, or for a community of players to take over and fence off from the world. They could host ores and minerals, water streams and natural shelters. Roll the idea around in your head, I know sparks will fly. •NPC's: Bandits, Pirates, Shops? -First off, I think shops are an extremely debatable feature. Implementing a currency system is out of the question here. What "survival" scenarios makes sense when you use "money"? Especially when you have a vast community present to naturally shape and mold productivity based off gameplay? Yeah you could trade items for items you want at an NPC shop but that still ruins the excitement and risk from trading with other players. It would take away the reason why players decide to be "honest" or "devious" during a trade. If there was an NPC shop everyone could go to, then every player would lean more towards betraying any trade they make with another actual player because they could always get what they truly want from an NPC right? Well, not completely right. You see, if the NPC's shop only hosted lower grade items as far as rarity and usefulness goes, then this would be a great work around. But how low in quality does the shop item have to be before the player realizes he could just farm the lands and earn it himself? It's all a game of numbers, and something definitely worth discussing. Now that's out of the way, let's discuss "pirates" and "bandits". Oh yes, worrying about other players is a whole chore on it's own. But add hostile AI with guns in the mix? Now you've got survivors REALLY watching their backs. But the best part is, this would be a great way for players to band together. Yeah players can already get together a raid other players bases, but how about joining forces to take down an NPC pirate cove or bandit base? When loot is involved, survivors will do anything to acquire it. Even if it means joining up with strangers. •Buffs/De-Buffs: Poison, adrenaline, drowsiness, flu. -Boy the ideas started raging out of my head when I thought of this. Let's start with poison since I've already mentioned snakes earlier. Say you're with your buddies traveling through a tunnel underground to go raid an enemy's base on the other side of the mountain and you happen to be the unlucky one to step on a snake. The snake bites you and you're suffering from "Poison". Now you're ok to keep marching with your comrades but slightly handicapped. Your visions slowly gets blurrier, your hydration/hunger drains quicker and you start 'moaning' in pain which could alert other players or NPC's. As you can imagine, this could be treatable with medicines (I'll cover this idea later). Now how about a buff like adrenaline? Just pop some pills and before you know it, you're running slightly faster! You're also chopping/mining and aiming/reloading faster! But as any drug goes, there are repercussions such as quicker starvation and dehydration, and possibly side effects of using the drug too often such as jitteriness while aiming or sporadic fuzzy vision. Ok, back to a Debuff idea. The flu. Something that I'm sure we all know the cause and effect of. You stay out in the cold too long? You get the flu. Hang around other players with the flu too long? You have it too. The flu can be a small yet effective de
Your idea about Medicine rocks, In my opinion, waiting 10s to repair a broken bone, or the fact that you can't break bone of people with a gun is stupid (same for melee weapon) Also, with bullets in your corpse a large medikit Should'nt heal you so fast... The other idea have been said but it's cool to make a "memo" of it for the dev :) nice post
Most of these ideas, are already said. I think the devs will put a lot of this kind in the game.
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