I'm going to start this concept off with mentioning and reiterating the situation with rad towns mentioned in [URL="http://playrust.com/devblog-71/"]devblog #71.[/URL]
With the temporary (or permanent?) removal of radiations from rad towns, they've been an easy way to achieve weapon blueprints. The update that removed radiation expressed it's displeasure for players being able to just slap down a sleeping bag and run into rad towns blindly, load the items in a chest outside the walls and die freely, rinse, repeat.
"Enjoy it while it lasts, I’ve got some ideas I’ve been working on which will make radiation behave like the hazard it’s supposed to."
[U]So I'll list some bullet points I've collected.[/U]
1. The new spawn venture seems messed up, as mentioned in many prior devblogs along with recent ones.
2. The way looting is supposed to be a tier based system ranging from new spawn; starter, to mid tier, to high tier, to end game items.
3. There's a mysterious scientist concept art floating around, one being armed with a sub machine gun of some type?
4. Radiation is disabled, due to it being under powered and it not being able to properly deter new spawns.
[U]Who are these scientists?[/U]
The rad towns are dangerous, but they seem somewhat out of place, a few small office buildings in middle of nowhere, of course they're being modeled and reworked to be a bit more refreshing and randomly generated, but why are they all radiated, who and what are these scientists, and what is with this helicopter flying around gunning people down? Rust is a confusing mystery. I'll cut to the chase, I was thinking these armed scientists could potentially be patrolling rad towns and monuments, wear some kind of protective suit that will protect them from being gunned down so easily. This way crates are now defended by something and the item tier can be sorted a bit better to where crates contain some decent mid to high tier items. The idea being essentially these scientists (maybe military?) will be defending these places and new players who spawn there naked will not be able to make a dent, as they'll just alert them and get gunned down. This would probably make their placement a bit better too and work better with their AI, because a random NPC in middle of nowhere doing nothing but looking at rocks that can just be gunned down and can't heal or find cover would not be very interesting, unlike a rad town which provides all sorts of tactical methods to approach it and defend. It will be similar to what the zombies were in Legacy, excluding the fact that the zombies were retarded and weren't very interesting in general.
[U]The helicopter, why is it here?[/U]
Well that's confusing, a random helicopter comes by and starts gunning down dangerous bald tribes people, they have to have a reason for defending something.. right? I was thinking things can be branded, not sure what the branding would be, but the helicopter could have some private army or military branding on it, along with the scientists uniforms, weapon crates, and airdrops, it would add an interesting little twist and another mystery to the not apparent "lore" of the game, but that's purely up for debate.
[U]Radiation[/U]
It's the symbol of the game, but maybe it wouldn't need to be buffed if there's extra defense around the rad towns, NPC's willing to gun you down will be much more of a diversion than zombies and ketchup animals, but maybe it would be interesting to also experiment with things like toxic gas or nerve agents that can kill you significantly faster and maybe add a respirator with limited tanks of oxygen to protect different kinds of loot at different monuments and rad towns, the oxygen tanks being a non-craftable item.
[B]TL;DR[/B]
I think the scientists should play a role in inspecting, patrolling, and defending rad towns and monuments, it would make a good replacement for the original zombies that were in legacy and stop new spawns from doing suicide runs as they would be gunned down immediately. It would also allow for crates and barrels to be divided from starting gear/mid tier in barrels outside rad towns and mid/high tier items being in crates in the rad towns, making you have to be armed to actually take on a rad town. I'm not really confident this will get through, but I think it would be an interesting solution to knock out a few birds with the item tier balancing, rad town situation, and add a bit of a twist to the not really existent mystery of a back story that is Rust. I think it would be interesting to kind of tie together the random military elements that exist on the island a bit more.
I got to agree here, it's one very intriguing concept! Empty Radiation towns just doesn't seem right. Patrolling NPC's armed with weapons is a must! Just to add a little to what you have mentioned:
-Different tier of "rad towns" Example higher grade Blue Prints + loot found at say the " satellite dish " which would be heavily armed and patrolled. Medium tier rad town with the mid range blue prints + loot which is less guarded than the above higher tier rad town. Finally, lower tier rad town which would have say 1-2 low equipped NPC's walking around patrolling.
Having this type of pyramid tier structure would also promote some sort of " progression " from naked to fully equipped BAMF.
@ArchAbraxas, I hope you don't mind if I link your thread in my suggestions post?
[QUOTE=Jazo;49132109]I got to agree here, it's one very intriguing concept! Empty Radiation towns just doesn't seem right. Patrolling NPC's armed with weapons is a must! Just to add a little to what you have mentioned:
-Different tier of "rad towns" Example higher grade Blue Prints + loot found at say the " satellite dish " which would be heavily armed and patrolled. Medium tier rad town with the mid range blue prints + loot which is less guarded than the above higher tier rad town. Finally, lower tier rad town which would have say 1-2 low equipped NPC's walking around patrolling.
Having this type of pyramid tier structure would also promote some sort of " progression " from naked to fully equipped BAMF.
@ArchAbraxas, I hope you don't mind if I link your thread in my suggestions post?[/QUOTE]
Feel free to.
It does seem alittle quiet without the high volumes of animals to accommodate the number of naked bald tribesmen running around some places. If i knew how to " agree " or " winner " the thread I would.
I'm kind of glad the game is leaning toward more PVP/PVE style mini events that are occur at random rather than just offline raiding constantly, because airdrops have only really been the only thing worth fighting over in Rust's history. I'm not going to speak for them and say it's entirely their goal, but it seems to be nulling out raiding a bit with each patch by reworking ladders to eventually be "propped up," I'm just hoping they can find a solution for someone to not be able to build off my base or put a reinforced wall in front of my door when they finally remove cupboards. They've also been bringing back some legacy elements such as hidden stashes, so now you can hide your items in less predictable places that aren't your main base. When the game is focused purely on offline raiding it basically kills it, people just leave servers once they lose their shit; I play with a fairly decent group and we've emptied out 30-50 player servers multiple times and have taken over, it's not very fun when people just lost spirit and leave, I'm definitely welcoming the changes and hope they expand on it a bit.
Don't get me wrong, Raiding I think is important to the game but I don't think it should be a primary focus, PVP is a lot more fun then just chain raiding bases while they're offline, blow in, steal their C4, next base, repeat, overnight everyone's dead and leave the game.
Totally agree with you.
A bunch of us ended up starting new on a different server than we usually play. But we didnt need to raid because we just organized a "fire fight" at the dome to which to my suprise ended up attracting alot of players on the server as well as 3-4 teams that came to dominate
Fortunate for us we came out the top dogs and there wasnt any bitching from any of the teams because they knew the score when they turned up.. it was last team standing! no Raiding involved just pure PVP fun.
Oh and those random traps placed in bushes are a pain in the nutsack,
I think devs should implement a temporary max health penalty (like -10%) for every time a player has used a sleepingbag to respawn in last couple of hours. This way devs would at least make sleepingbags less viable as teleports since they would make players less competitive in pvp the whole evening.
Also it would kind of solve stacking sleepingbags for infinite "resurrections" while either defending or raiding a base. Setting a limit for sleeping bag usage would work also. Like you can have 20 sleepingbags but you can't respawn in any of them if you have used them for more than 3 times in last hour.
And imo weapons shouldn't be dropped at all. And blueprint fragments should be used to advance in a blueprint progression "tree" instead of dropping random BPs. I think ability to grind fragments for top tier stuff right away is just wrong. There should be some kind of forced progression.
speaking of progression, i'd love to have different tiers of workbenches in game that not only would make crafting faster but would be required for making more complex stuff. You cannot imagine making an assault rifle with your bare hands right? Those could require the top tier benches that would require electricity to operate. Paired with no weapon drops from barrels and boxes, this way we would have some real progression needed to get our hands on AKs or rocket launchers. Compared to current situation with nakeds stacking bolts and aks in their 1x1 bases lol
TBH, I think 1 sleeping bag per person is enough really but that's just me (:
Jazo, i wouldn't mind that either. Not what i would want, but still better than current situation.
The sleeping bags primary use for me anyways is just to re spawn at the teams compound, I don't use it for any "grinding" or "farming" because that's what rust is about.... stock up on materials and go back to your compound for upgrades.
I think this is why majority of players loose interest because they spend the first moments on a new server just constantly farming the blueprints getting everything they need and then end up being raided to hell and back.
SLOW DOWN, enjoy the +25 wood a hit and get exited when you see that lonely barrel who is in desperate need of a hatchets attention !
I think it would be cool to maybe have some sort of mutated creatures, whether it be animals or humans. This would put the game apart fro zombie survival games like day Z. I thought I heard talk of this earlier so it might be planned anyway but i think it would be cool and it would give the devs a chance to make some unique and iconic enemies (like the creeper from minecraft)
Can I get a TL;DR for your TL;DR?
[QUOTE=A. James;49132941]Can I get a TL;DR for your TL;DR?[/QUOTE]
[B]TL;DR for people who can't maintain their bodily fluids through a full paragraph.[/B]
Scientist are militarized, bring story together, but with pew pew, guards rad town, like zombie but not dumdum, stops suicide runs cuz pew pew. Rad town harder, which means crates more value, fix problems.
[QUOTE=ArchAbraxas;49133151][B]TL;DR for people who can't maintain their bodily fluids through a full paragraph.[/B]
Scientist are militarized, bring story together, but with pew pew, guards rad town, like zombie but not dumdum, stops suicide runs cuz pew pew. Rad town harder, which means crates more value, fix problems.[/QUOTE]
[U][B]TLDR[/B][/U]
NPCs defending loot.
[QUOTE=DollaCash;49132836]I think it would be cool to maybe have some sort of mutated creatures, whether it be animals or humans. This would put the game apart fro zombie survival games like day Z. I thought I heard talk of this earlier so it might be planned anyway but i think it would be cool and it would give the devs a chance to make some unique and iconic enemies (like the creeper from minecraft)[/QUOTE]
I'd hope they'd improve on the AI before introducing new creatures (assuming mutated animals,) not to mention I like how Rust tries to maintain fiction, it's what separates it from a lot of other games in similar genre's. It doesn't need dinosaurs, zombies, or strong night time based hostile NPC's, it's just human nature running it's course and showing what assholes people can really be.
[QUOTE=ArchAbraxas;49139160]I'd hope they'd improve on the AI before introducing new creatures (assuming mutated animals,) not to mention I like how Rust tries to maintain fiction, it's what separates it from a lot of other games in similar genre's. It doesn't need dinosaurs, zombies, or strong night time based hostile NPC's, it's just human nature running it's course and showing what assholes people can really be.[/QUOTE]
I think you mean non-fiction ;) but yes i kind of agree with you that rust is kind of an interesting social experiment about human interaction in a place without laws. The interesting part of the game is that there is no game mechanic that makes players kill each other, they just do.
They kill each other only because there's no consequences for doing so. Death is meaningless in game so it's easy to go into combat without fear, it's a problem for the game and it definitely screws up the results of the "social experiment"
[QUOTE=ArchAbraxas;49132099]
I think the scientists should play a role in inspecting, patrolling, and defending rad towns and monuments, it would make a good replacement for the original zombies that were in legacy and stop new spawns from doing suicide runs as they would be gunned down immediately. It would also allow for crates and barrels to be divided from starting gear/mid tier in barrels outside rad towns and mid/high tier items being in crates in the rad towns, making you have to be armed to actually take on a rad town. I'm not really confident this will get through, but I think it would be an interesting solution to knock out a few birds with the item tier balancing, rad town situation, and add a bit of a twist to the not really existent mystery of a back story that is Rust. I think it would be interesting to kind of tie together the random military elements that exist on the island a bit more.[/QUOTE]
Would be interesting if the scientist couldn't be killed or could randomly give some super rare non craftable item... maybe parts to the turret...
Would be interesting if there were air raid sirens around the rad town that went off and then radiation would slowly seep out of the rad town and "roll" randomly across the map maybe dissipating into the ocean.
Or even an acid cloud that would make its way across the map and quickly decayed anything in it's path. Maybe make it cause animals to flee or something.
I am gonna bump this thread given this new information:
[QUOTE]Paul
This week I managed to work up some scientist NPC ideas, exploring the basic look of their hazmat suits. I want these guys to have a weird, unsettling feeling. I felt like you could capture this by hiding their faces completely behind dirty face masks. I also think it would be cool if they somewhat ignored the player as they went about the island conducting their research, only really acknowledging you if you got too close and threatened them. It would be cool if you could hear them communicating to each other with muffled, distorted voices so you can’t really understand what they’re saying. Just to add to the creepy factor.[/QUOTE]
I was REALLY skeptical about this NPC preserving the feel and atmosphere that the game needs, but after reading this I'm 100% on board. Anything creepy, threatening, and mysterious in Rust is a great addition IMO.
A bit random but, Remember the series LOST ? Remember the mysterious black smoke ?, id love to see that appear randomly game and you have to run like hell to get away.
I fail to see how anything other than placement stops anyone from shooting the armed guards from a long distance, arming the guards with long distance weapons and aggro range is bound to end up bad, and it can possibly be used by naked player groups to take out geared individuals for epix lewt.
why did they even remove the zombies in the first place? wasnt Jerry about to get sued or some shit by the DayZ guy?
Because the way i see it, large groups of aggressive zombies in rad towns would somewhat fit in better than millitary science guys with helicopters, the better the loot, the harder the zombies get to deal with, and if this could scale with the number of players currently active on the server over a period of a couple of days it would also be somewhat balanced.
The way radiation worked in legacy was not ideal but i think it had alot of stuff going for it, sure naked people could loot crates in factory, hoping to pick up a couple of rad pills on their way through, but this could easily have been fixed by simply not spawning radpills in the areas where you need them the most, add a couple of aggressive zombies (the kind one does not simply outrun) and you pretty much keep out people who were not already on suicide watch, let some of them stand outside the rad town and it would also make fast loot into crates into respawn very complicated unless someone cleared the area for you
And please dont consider making the early game drag out for too long, because if anyone gave 2 shits about spear fights they would have bought that other game BASED on pretty much rust, with spears, which i dont know the name of because i dont give said 2 shits about spears, and if i wanted bow fights i would play aids1z1
tl;dr
its not tl, r it
Sorry, you need to Log In to post a reply to this thread.