Hello fellow survivalists, bandits, and saviors. I am here today to tell you about an ambitious crafting concept I have come up with that would make crafting, collecting, and researching way more engaging and that is uniquely built to the player. I take the "give everything, build anything" concept of Rust in a very literal sense. The idea for the "3x3 table on walls concept" already gives a very unique building feel that any player can make their own. I want to extend that to the crafting of weapons, tools, armor, building, defense, and general toys of mayhem, further even expand that. So, without a further ado let me introduce infacraft.
Imagine you spawn for the first time on the map of rust, naked, dumb, unaware, and without anything not even your precious rock. You see other plays and run for cover. You find a stick on the ground, this stick. Now imagine that stick being an incredibly versatile tool to a creative mind. A stick can be a weapon, a tool, fuel, ammo, crafting material, reinforcing material, armor, decoration, a trap, etc. I would love to see in Rust, a crafting system that when you craft an item, how it is crafted and what you get from it (item or experience) is dependent on the curiosity and the creativity of the player. For example you take your stick and you want to build a fire, you collect more sticks,and other things you think are flammable (things you put into the fire should affect, how hot, long, smelly, smokey the fire is). You start to build up a nice pile. Now what do you light it with? This should be a problem with dozens of solutions. You can take a piece of glass and use the sun, rub 2 sticks together, use your own custom built lightsaber to start a great fire, etc. Again all dependent on what a person chooses to do with what he or she gathered. Depending on how you do it you gain new crafting possibilities attributed to what you used. (Example: you used the glass to sun method your character now knows that sun can be used as a weapon or power source using glass which will now open up a crafting menu for manual solar based weapons, you now know good glass from bad glass, you can craft low quality lenses, etc.) I want the crafting to reward the player for thinking outside the box instead of collect, craft, build, repeat.
Now you got a nice fire going, but you are getting awfully hungry. You grab your stick and stab a wild rabbit in the face. You drag your priced catch to your fire and put it on there. You eyeball it until you think its ready to devour, you try taking it out but you burn yourself in the process. You eat the rabbit but your character throws up half of it because it wasn't prepared. See cooking in games is as part of the crafting system as anything else. Although, we hurt ourselves in the process of trying to survive, you did SOMETHING which calls for a reward.(you get a new crafting blueprint that lets you add a range made out of sticks, alternatively another new character could have used just paper and leaves for their fire and would have not gotten the BP for the wooden stick range because they had no experience with wooden materials before hand. Also eating the food and throwing up gives you a BP for preparing rabbit a bit better with an option to add things to the food from seasoning to poison).
Now that you fed time to build some shelter. Since we have some experience building with sticks, you build yourself a wooden Teepee out of long sticks. (which gives you new blue prints in various fields once again, and the option to reinforce parts of the structure. Also, there is no set template of how you build the structure so you can create custom blueprints. What you use to keep the structure together changes how strong it is and how long it takes to decay). So, it has been a couple of days you have grown seen all the sides of Rust been exploring and gathering more sticks for your stick village. You developed an ambition of a new player village! But there are bandits that don't want you to succeed and keep attacking you. The regular bows and arrows don't work against their custom built lasers, machine guns, and armor. You have been staying away from towns and wood is all you have to work with. You come across a crashed military UAV, you take it back to your camp. It still kind of works. You take it apart and the knowledge you gain from that is glorious. (I would want rust to have a system where you are able to take anything apart but you have to do it in the right way to gain the most out of it or you have to do it a bunch of times in a sloppy way. Just imagine what you would learn from taking apart an UAV) You gain new BP's in electrically powered wooden weaponry that can be only be used with the use of a bow and arrow system, but you have enough experience crafting things out of sticks that you can make a 4 pronged automatic crossbow, and depending what parts to put it together used and how you put it together you get a unique weapon out of it. (Imagine a 5x5 crafting table. The hilt or handle is the beginning of the weapon, where you put the beginning will affect of what type of weapon it is. Ex. top left a heavy stance weapon or an underhand weapon, in the middle a radius based weapon, bottom right or left a standard weapon stance. left middle or right long weapons swords, prods, spears. All the parts that you put into that weapon will also have a separate custom BP with variation in stats again depending on what you used and how you built it.) You are also going to need armor, You rip some tree bark off, tie some string, and you got some custom bark armor. You know enough about sticks to use them as spikey protection against various weapons. Also you can add a crafted glass lens to your helmet to increase your aim.
The bandits comeback to your village and you attack them and barely manage to get them off of you but they said they will be back with more people. You panic and head for a city to gather supplies and knowledge for the upcoming attack. You find a library where you can scavenge for books that teach you about more crafting and new ways to craft that weren't open to your character before. Upon leaving you see someone getting chased by some serious looking group. They corner him at a cavern, the runner pulls out an explosive device that is glowing like gold and sparks like lightning, and with one flash of light they all die. You survive because rocks are the best defense ever. You approach the terrible scene cautiously with a yellow golden flicker catching your eye. You discovered your first piece of Rustrium! (Name work in progress) a crafting material that can either be your worst nightmare or your greatest ally. In the right mind this can be used as a destructive force, a source of energy, gives ordinary things new functionality, in little bits in can make things better( or worse). You try it to touch it some electronics some shortcircuit and explode, some glow golden making them compatible with rustrium. You add onto your armor and weapon you have now a low defending energy shield around you, and your weapon cycles faster, and now can fire wooden rustrium infused bolts that ignite and explode on impact that cause armor decay. The bandits attack, and you go through them like a rusty hot knife through bloody butter. Although you were successful at defeating the bandits, you now have a new sickness. Rustrium when not isolated when used causes decay to things around it overtime making your character sick and start to have various affects as would radiation poisoning. Along with rustrium, I would love to see the addition of other type of crafting modules. As I mentioned using solar energy as a weapon would be really cool. Like you have to be pointing at the right direction for it to fire. Radiation weaponry and fuel as well has so much awesome potential. Steam and hydraulics, to build custom MECHS, vehicles, industrial crafting machinery, hydraulic lifts and traps.
So, there my rough idea for a new crafting concept. Please leave a reply and help me makes this a reality, this would make the game so unique and a fun experience! I will be updating this thread
Ok... you have mixed some real facts with the game, but I cant imagine how to make it ingame. Do you want thousands of modeled objects associated to items, on the floor, at real time, and this items can be combined at the craft menu with any other, every time you get a valid combination, you learn it? It cant be done imo. Hardcore stuff.
Btw, are you on drugs?
[QUOTE=Grangoko;45547323]Ok... you have mixed some real facts with the game, but I cant imagine how to make it ingame. Do you want thousands of modeled objects associated to items, on the floor, at real time, and this items can be combined at the craft menu with any other, every time you get a valid combination, you learn it? It cant be done imo. Hardcore stuff.
Btw, are you on drugs?[/QUOTE]
Well I would think it would be a system similar to Gmod, where its snapped based crafting instead of recipe based, giving it a new function without the need of creating a separate object for it. I mean games like minecraft and 7 days to die already kind of do it, I just want to expand it beyond that. I was thinking of an idea where what you can craft is unique to how you create your character and where there is one randomized trait that can vary your own characters value to other players. Like you can do or craft things in a way others can't and that gives certain items an extra ability or stat. Just throwing out ideas.
No. Also, I don't think games would be as good if it wasn't for drugs.
I stopped reading after lightsaber.
I lied, I stopped reading after "solar weapons". I think your base idea is interesting, that how you craft kind of unlocks more crafting options based on that. The tricky part is defining that tree. I like that by doing other things it could unlock more pieces of the crafting puzzle, instead of having to rely on finding blueprints or using a research kit.
However, whatever fantastical things you are hinting at with talk of lightsabers and solar weapons are completely unappealing to me. This is a game about survival, making use of the things around you. Not steam-punk, lets turn garbage into space-age-weaponry.
i think you would need to do a "crafting box" of some kind to facilitate this idea. unfortunately the best form of the crafting box is minecrafts crafting system, where the item is determined by placing items on a grid in the appropriate places. ie spear = 2 sticks/branches and a rock placed in a line. moves heavily away from the current system.
that said, i like the idea of "learning" crafting as you go, so by putting a rock and a stick together, you learn how to make a hatchet, and can replicate it from then on. just not sure how to make it work in rust, and if you have to [B]make[/B] it work, it probably doesn't fit.
A crafting tree, with multiple beginnings and paths and benefits and detriments, with an amazing plethora of customizability especially at the tiers of weaponry and adornment, that all sounds lovely. Your propensity for turning Rust into scifi madmax minecraft, not so much. Good points, bad points, and funny points!
The only real problem with these things is the amount of time they will take to flesh out. Adding a huge expansive 40tier crafting tree that has like 10branches and tonnes of customizability, that will require probably a year of continuous additions to be in a refined state like Rust will have each piece of gear, all highly detailed models and custom designs. x_x It's an optimistic idea that doesn't really have much in way of faults, other than the fact that it's just immense to create and balance. Almost an entirely new game within the game.
[QUOTE=leminlyme;45552827]A crafting tree, with multiple beginnings and paths and benefits and detriments, with an amazing plethora of customizability especially at the tiers of weaponry and adornment, that all sounds lovely. Your propensity for turning Rust into scifi madmax minecraft, not so much. Good points, bad points, and funny points!
The only real problem with these things is the amount of time they will take to flesh out. Adding a huge expansive 40tier crafting tree that has like 10branches and tonnes of customizability, that will require probably a year of continuous additions to be in a refined state like Rust will have each piece of gear, all highly detailed models and custom designs. x_x It's an optimistic idea that doesn't really have much in way of faults, other than the fact that it's just immense to create and balance. Almost an entirely new game within the game.[/QUOTE]
Heh well thank you for you input :) I felt like rust was going to be more like a Multiplayer Fallout 3/New Vegas type of experience. I would still love to see something like this be added to the game, for me it would make it more rewarding to do stuff in the game. Who knows I might find a few ambitious people and you might see a kickstarter soon ;). Ill still develop the idea for the system here.
I read this post and after seeing the writer lost the concept, I thought the main idea is excellent.
just a workbench.
choose the concept you want to build.
a weapon [category: long / medium / reach] or weapon [category: melee]
placed the materials you have and if available a recipe with these materials and have the level of knowledge necessary to learn how to create the object. If the combination is incorrect you lose a portion of the base materials or if the combination is correct but very few materials, durability will be lower. to increase the difficulty of creating you can create a tree of knowledge to avoid if you have the materials and workbench can creaar the best weapons without going through the basic.
if you steal someone an object. you can always learn a toolbox, but the cost of knowledge that the object will be destroyed :)
thanks for reading and sorry my bad English
[QUOTE=ipaulius;45547707]Well I would think it would be a system similar to Gmod, where its snapped based crafting instead of recipe based, giving it a new function without the need of creating a separate object for it. I mean games like minecraft and 7 days to die already kind of do it, I just want to expand it beyond that. I was thinking of an idea where what you can craft is unique to how you create your character and where there is one randomized trait that can vary your own characters value to other players. Like you can do or craft things in a way others can't and that gives certain items an extra ability or stat. Just throwing out ideas.
No. Also, I don't think games would be as good if it wasn't for drugs.[/QUOTE]
Remember 1 Thing rust neither Minecraft nor 7 Days 2 die
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