(Suggestion) Technology System (With Images/Organogram) (reformulated BP scavenger)
2 replies, posted
I've made the same post on reddit some time ago and dind't got too much atention (maybe because the idea sucks?). So, I'll be the boring dude and put here to. :)
[URL="http://imagizer.imageshack.us/a/img537/9275/NhdU1S.jpg"]Tech Tree[/URL]
[URL="http://imagizer.imageshack.us/a/img540/87/4SeygL.jpg"]Technologies(Blady Formated)[/URL]
I've been thinking on a different kind of technology system that could be better than the actual BP scavenger system. It’s based on strategy games (familiar for Civilization and Total war fans) where you need to follow a progression tree in order to unlock more advanced techs. That would divide the game in different parts and clarify the Early, Mid and Late game moments.
My idea is that in the first moment of the game the technologies would be achieved by surviving, and then spending resources in research to unlock them. Of course, that would need some good work to make it playable, but wouldn't be fantastic to see an arms race for getting a better tech over the others survivors? Or people raiding you trying to steal your techs?
Ideas for making the research system fairer:
- Less resource for researching a tech as more people knows it (or when the game advance era).
- could have a way to share techs or steal it (maybe using the research table or making BPs)
- Research stays on the research table, not on player (really hardcore, maybe not a good idea)
The other idea is to make technology global, needing efforts from everyone in order to progress in the game, or it would need a minimum global progress to advance to a new era, unlocking new techs. I would really enjoy to see guys in rust working together to evolve into new stages of technology
Another suggestion is distinguish the scavenged guns from the crafted. Since the crafted are somehow improvised, they should not be as good as the scavenged ones. Maybe less precision, fire power or even a chance of been jammed (like Far Cry 2)
Well, that’s the idea. Of course it would need a lot of modifications and work on it, but I think that it would be a great addition on rust gameplay. Thanks.
"spending resources in research to unlock them" is that like spending blueprint fragments for books & libraries? :P
By the time I made this post there wasn't this BP frags mechanics. It's something like that, but instead of just running in roads and Radtowns looking for bps it would use other common resources, like wood, metal frags, HQM, leather, etc (maybe some especifc resource from each biome). This will make the player give more atention to resource management, deciding whether to use its resources to strengthen his base or into research.
It would also give you the choice of which way you would like to progress instead of random stuff. Focus on fortifying techs for your base? Rush C4 tech? Could make a more balanced build taking the basics techs first or rush to get guns :payne:. The addition to gameplay diversity would be great in my opinion. :)
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