1. Post #1
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    I had this idea a little while ago and I want to give it another shot. This idea stems from a discussion in one of my other threads. I propose that we have some elements found in RPGs in rust for a little customization of character as well as allowing you to pick multiple routes for survival, namely through a class system. I have multiple different ideas on how this could work out, but I am completely open for any and all criticisms and suggestions you guys might have, so feel free to give your input. First off, I feel that a new method of crafting should be made (that is better discussed in my other thread.) The RPG part of this is that you could pick a "class" that you want to specialize in. This allows you to have benefits in a certain area.
    For example, you could choose to play as:

    Survivalist
    The survivalist is the guy who knows his way around the wilderness. He knows his way around, and is arguably more determined to live than any other man.
    Benefits:
    -Bandages and Medkits can be crafted somewhat faster, and are slightly more efficient, plus they cost slightly less to craft.
    -Can tank a little more damage than other players (Having a base HP of 120-150 instead of 100.)
    Appearance: has a more "weathered" look to the character: looks dirty but experienced.

    Gunner
    The gunner is exactly like he sounds, a gun nut. He knows his way around firearms and knows how to use them very well and very efficiently.
    Benefits:
    -Gun crafting recipes slightly reduced, and crafts slightly faster. Ammo still costs the same, however.
    -Being an experienced shooter, accuracy is slightly increased, along with less bullet spread, and range is also slightly increased. To balance, the gunner has a lower rate of fire with weapons, to make each shot count.
    Appearance: Exactly like a gun nut looks: carrying massive firearms and having bandoliers loaded with ammo over his chest.

    Builder/Engineer
    This class is experienced at building and construction. If you plan on having a giant mansion overlooking the water, then this is your guy!
    Benefits:
    -Crafting parts for wood and metal houses is slightly decreased, and crafts slightly faster.
    -All parts made by the engineer/builder are of the highest quality. To damage them with weapons or explosives, more must be used. If you want to be less raidable, this is definitely the way to go!
    Appearance: Unsure, but looks like he knows a lot about building!

    Demolitions
    This guy you do not want to fuck around with. He knows his way around explosives, and he sure as hell knows how to use them.
    Benefits:
    -Explosives craft more quickly and cost less to craft (for C4 instead of 15 explosives only requires 12 or 10 perhaps?)
    -Explosives have a larger radius and do not do damage to you like explosives for other classes. Damage is still the same however, and buildings still take the same amount to destroy.
    Appearance: Looks like a madman. Can be seen with grenades strapped to a band around his chest.

    Light-Foot
    While not necessarily a combat class, this guy knows how to get around, and quickly. He is in tip-top shape and really knows how to use those legs of his.
    Benefits:
    -Can run significantly faster than other classes, for running away from bears, or guys shooting at him.
    -Cannot have his legs broken (but still can take fall damage, though significantly less)
    -Consumes less calories while running
    Appearance: significantly more skinny than the other players in rust. Easy to tell apart because he moves faster.

    Hunter
    The hunter is sort of like the survivalist with a twist. He is a sneaky bastard and he knows how to be a silent yet efficient killer.
    Benefits:
    -Gathers more meat, cloth, and animal fat from killed animals
    -Can shoot more accurately with the bow
    -Does heavy damage if attacking with melee from behind. (could have special animations even, such as neck snapping when holding nothing.)
    Appearance: similar to the survivalist; dirty and grungy, but his face is covered in camouflage paint to disguise him.

    Strongarm
    Another non-combat class, this guy is one bad ass mother fucker. He is strong as a bull and equally as vicious.
    Benefits:
    -Can carry more in his backpack than other classes.
    -Does significantly heavier damage with melee weapons than anyone else
    -Collects resources much quicker than anyone else
    Appearance: total fucking beefcake. Has visible muscles (especially when shirtless)

    Lucky
    While not necessarily a class, I thought I would add it in as a trait. The person who picks to have more luck:
    -Scores critical hits more often
    -Rarely gets 50% more resources when harvesting (150-ish wood from log piles instead of 100-ish)
    -On rare occasion will take no damage from a bullet that hits them. Rarely happens, but could be a life saver

    The All-Arounder
    When you want the sampler, this is what you get. This guy is skilled, a jack-of-all-trades. However, his knowledge only goes so far. He gets benefits from each of the classes, but it is divided evenly, that is, he gets much less in each, but still get a nice little boost. If you want a play style where you are just there for the experience, this is likely the way to go.

    So that about sums it all up, give me your thoughts, comments, praise, suggestions, or tell me I am a fucking retard. Thanks!
    Reply With Quote Edit / Delete Show Events Agree x 33Disagree x 22Dumb x 4Useful x 3Artistic x 1Winner x 1Zing x 1 (list)

  2. Post #2
    The best servers around!
    bmatchett's Avatar
    September 2012
    461 Posts
    Genius!
    Reply With Quote Edit / Delete United States Show Events Agree Agree x 2Dumb Dumb x 1Disagree Disagree x 1 (list)

  3. Post #3
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    You didn't even read it I just put it up xD thanks though!
    Reply With Quote Edit / Delete United States Show Events

  4. Post #4
    The best servers around!
    bmatchett's Avatar
    September 2012
    461 Posts
    It would be cool if the classes player models had traits like, strongarm being much bigger.
    Reply With Quote Edit / Delete United States Show Events Disagree Disagree x 1 (list)

  5. Post #5
    tigerman4111's Avatar
    July 2013
    529 Posts
    I love games with classes but to make sure there is no OP classes keep it to a basics like, light foot no broken legs, strong arms more backpack,demo faster crafting ect ect
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  6. Post #6
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    It would be cool if the classes player models had traits like, strongarm being much bigger.
    Well I did list out some appearances to the characters, so you know who is who around the world. Strongarm would have visible muscles, for example.

    Edited:

    I love games with classes but to make sure there is no OP classes keep it to a basics like, light foot no broken legs, strong arms more backpack,demo faster crafting ect ect
    I tried to make it so that you get a different experience each way there is to play, plus you get to survive the way you want to. If you play as demolitions, you likely will be a raider to survive (e.g., surviving on others by stealing.) or if you are a gunner, you want right in the PvP action and kill people around the world to gather their resources.
    Reply With Quote Edit / Delete United States Show Events

  7. Post #7
    Dennab
    November 2013
    17 Posts
    im a class? SAAAWEEET
    Reply With Quote Edit / Delete Windows 8 Australia Show Events Funny Funny x 3 (list)

  8. Post #8
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    im a class? SAAAWEEET
    HAHA! I saw you lurking the thread and totally saw that coming. Dare I guess what class you would be?
    Reply With Quote Edit / Delete United States Show Events

  9. Post #9

    December 2013
    33 Posts
    I like this idea. It reminds me of Team Fortress 2 a bit, and I think it might work very well in Rust. Survivalist should also get bonuses to hunting animals (extra meat and such)
    Reply With Quote Edit / Delete Windows 7 United States Show Events Agree Agree x 1 (list)

  10. Post #10
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    I like this idea. It reminds me of Team Fortress 2 a bit, and I think it might work very well in Rust. Survivalist should also get bonuses to hunting animals (extra meat and such)
    I was about to add that actually, think that a different class, such as a hunter should get benefits such as more cloth from animals though. (Just added it, take a look ) Things should really take a turn in one direction for the benefits. It should make you really think hard about how you want to play the game. No matter what you get a survival experience, but there is ALWAYS multiple ways to survive, it isn't just a straight shot. Also, to be honest, I was going for more of a Fallout-style, not Team Fortress 2, but now that you mention it, it kinda does feel like that, except you aren't restricted to a certain loadout, you can still carry anything, you just have benefits depending on the class you choose.
    Reply With Quote Edit / Delete United States Show Events

  11. Post #11

    June 2013
    32 Posts
    It's not a mmo. idea like character cusomiztion is better. Make your guy thin to sprint faster heavy to take a lil less damage or a lil more health. Things like that. not classes.
    I had this idea a little while ago and I want to give it another shot. This idea stems from a discussion in one of my other threads. I propose that we have some elements found in RPGs in rust for a little customization of character as well as allowing you to pick multiple routes for survival, namely through a class system. I have multiple different ideas on how this could work out, but I am completely open for any and all criticisms and suggestions you guys might have, so feel free to give your input. First off, I feel that a new method of crafting should be made (that is better discussed in my other thread.) The RPG part of this is that you could pick a "class" that you want to specialize in. This allows you to have benefits in a certain area.
    For example, you could choose to play as:

    Survivalist
    The survivalist is the guy who knows his way around the wilderness. He knows his way around, and is arguably more determined to live than any other man.
    Benefits:
    -Bandages and Medkits can be crafted somewhat faster, and are slightly more efficient, plus they cost slightly less to craft.
    -Can tank a little more damage than other players (Having a base HP of 120-150 instead of 100.)
    Appearance: has a more "weathered" look to the character: looks dirty but experienced.

    Gunner
    The gunner is exactly like he sounds, a gun nut. He knows his way around firearms and knows how to use them very well and very efficiently.
    Benefits:
    -Gun crafting recipes slightly reduced, and crafts slightly faster. Ammo still costs the same, however.
    -Being an experienced shooter, accuracy is slightly increased, along with less bullet spread, and range is also slightly increased. To balance, the gunner has a lower rate of fire with weapons, to make each shot count.
    Appearance: Exactly like a gun nut looks: carrying massive firearms and having bandoliers loaded with ammo over his chest.

    Builder/Engineer
    This class is experienced at building and construction. If you plan on having a giant mansion overlooking the water, then this is your guy!
    Benefits:
    -Crafting parts for wood and metal houses is slightly decreased, and crafts slightly faster.
    -All parts made by the engineer/builder are of the highest quality. To damage them with weapons or explosives, more must be used. If you want to be less raidable, this is definitely the way to go!
    Appearance: Unsure, but looks like he knows a lot about building!

    Demolitions
    This guy you do not want to fuck around with. He knows his way around explosives, and he sure as hell knows how to use them.
    Benefits:
    -Explosives craft more quickly and cost less to craft (for C4 instead of 15 explosives only requires 12 or 10 perhaps?)
    -Explosives have a larger radius and do not do damage to you like explosives for other classes. Damage is still the same however, and buildings still take the same amount to destroy.
    Appearance: Looks like a madman. Can be seen with grenades strapped to a band around his chest.

    Light-Foot
    While not necessarily a combat class, this guy knows how to get around, and quickly. He is in tip-top shape and really knows how to use those legs of his.
    Benefits:
    -Can run significantly faster than other classes, for running away from bears, or guys shooting at him.
    -Cannot have his legs broken (but still can take fall damage, though significantly less)
    -Consumes less calories while running
    Appearance: significantly more skinny than the other players in rust. Easy to tell apart because he moves faster.

    Hunter
    The hunter is sort of like the survivalist with a twist. He is a sneaky bastard and he knows how to be a silent yet efficient killer.
    Benefits:
    -Gathers more meat, cloth, and animal fat from killed animals
    -Can shoot more accurately with the bow
    -Does heavy damage if attacking with melee from behind. (could have special animations even, such as neck snapping when holding nothing.)
    Appearance: similar to the survivalist; dirty and grungy, but his face is covered in camouflage paint to disguise him.

    Strongarm
    Another non-combat class, this guy is one bad ass mother fucker. He is strong as a bull and equally as vicious.
    Benefits:
    -Can carry more in his backpack than other classes.
    -Does significantly heavier damage with melee weapons than anyone else
    -Collects resources much quicker than anyone else
    Appearance: total fucking beefcake. Has visible muscles (especially when shirtless)

    Lucky
    While not necessarily a class, I thought I would add it in as a trait. The person who picks to have more luck:
    -Scores critical hits more often
    -Rarely gets 50% more resources when harvesting (150-ish wood from log piles instead of 100-ish)
    -On rare occasion will take no damage from a bullet that hits them. Rarely happens, but could be a life saver

    The All-Arounder
    When you want the sampler, this is what you get. This guy is skilled, a jack-of-all-trades. However, his knowledge only goes so far. He gets benefits from each of the classes, but it is divided evenly, that is, he gets much less in each, but still get a nice little boost. If you want a play style where you are just there for the experience, this is likely the way to go.

    So that about sums it all up, give me your thoughts, comments, praise, suggestions, or tell me I am a fucking retard. Thanks!
    Reply With Quote Edit / Delete Windows 8 United States Show Events Dumb Dumb x 1Agree Agree x 1 (list)

  12. Post #12

    October 2013
    90 Posts
    Why can't people suggest good things that would work with the current game. I can't tell you how much having to pick my class would pull me out of immersion with the game. this is a horrible idea and just wouldn't work good with the game.
    Reply With Quote Edit / Delete Windows 7 United States Show Events Agree Agree x 7 (list)

  13. Post #13
    100% Homemade
    ZestyLemons's Avatar
    September 2007
    8,585 Posts
    I think spawning and being able to pick from a few random traits would be more fun, something like:

    Trait 1, Trait 2, Trait 3

    Pick one, get another 3 traits, etc until some limit or something.
    Make it fast and the traits simple so once you die you can roll with some new random traits and get going again.
    Reply With Quote Edit / Delete Windows 7 Canada Show Events

  14. Post #14

    October 2013
    44 Posts
    jonny mad all of your ideas are pure genius. I dont think i could play another game if rust had these classes along with your seasons idea. just pure awesomeness
    Reply With Quote Edit / Delete Windows 7 United States Show Events Friendly Friendly x 1Disagree Disagree x 1 (list)

  15. Post #15
    TheDunkMaster's Avatar
    October 2013
    93 Posts
    I find the classes thing to be pointless and would ruin the immersion of the game, something that would make more sense is, you probably didn't guess it.. Experiance! No I don't mean little points that pop up but prolonged exposure or repeated actions of something, it would also reward the survival of the fittest, example: Your character has survived for 5 months and over time has become used to the recoil of the m4 in turn you're more accurate with it then a fresh spawn, or you've collected enough resources to the point where your character has learned little tips and tricks to give you a bit more from a deposit (I.E. instead of 4 stones from 1 rock get 5 nothing huge and game breaking.) Same could go with crafting, you've made enough m4's to supply an army! You now know the exact amount of metal you'd need so you don't haveto waste any precious resources ( -1 or 2 low quality metal to make the weapon.) It's simple things like this that would add to the game and make you want to survive.


    Edit: Spelling
    Reply With Quote Edit / Delete Windows 7 United States Show Events Agree Agree x 3 (list)

  16. Post #16

    November 2013
    59 Posts
    I love your idea, and i have something in mind too.

    Imo we would not need to select a class. We would have all these skills, but they would upgrade.

    (Ex. if i shoot someone with a gun, i would get some gunner XP (not much tho, so it wouldnt get OP)
    if i build a foundation i would get some Builder's XP)

    Soz for my english. ^^
    Reply With Quote Edit / Delete Show Events

  17. Post #17
    Gold Member
    DarkJoker212's Avatar
    November 2013
    93 Posts
    Bad Idea.
    Reply With Quote Edit / Delete Show Events Agree Agree x 9Disagree Disagree x 2 (list)

  18. Post #18
    Gold Member

    August 2013
    919 Posts
    Why don't you assign each class an occupation. It is as if you are giving your character some backstory, the gunner could be a soldier, the builder could be a construction worker etc. Would fit the game a little bit better. Also you can call them Backgrounds instead of classes, so people don't go yelling about turning Rust into an mmo. As long as all this things are passive traits i like the idea.
    Reply With Quote Edit / Delete Mac United States Show Events Agree Agree x 2 (list)

  19. Post #19
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Why can't people suggest good things that would work with the current game. I can't tell you how much having to pick my class would pull me out of immersion with the game. this is a horrible idea and just wouldn't work good with the game.
    Fair enough, thanks for your reply.

    Edited:

    I think spawning and being able to pick from a few random traits would be more fun, something like:

    Trait 1, Trait 2, Trait 3

    Pick one, get another 3 traits, etc until some limit or something.
    Make it fast and the traits simple so once you die you can roll with some new random traits and get going again.
    Not sure I quite follow, care to elaborate?

    Edited:

    I find the classes thing to be pointless and would ruin the immersion of the game, something that would make more sense is, you probably didn't guess it.. Experiance! No I don't mean little points that pop up but prolonged exposure or repeated actions of something, it would also reward the survival of the fittest, example: Your character has survived for 5 months and over time has become used to the recoil of the m4 in turn you're more accurate with it then a fresh spawn, or you've collected enough resources to the point where your character has learned little tips and tricks to give you a bit more from a deposit (I.E. instead of 4 stones from 1 rock get 5 nothing huge and game breaking.) Same could go with crafting, you've made enough m4's to supply an army! You now know the exact amount of metal you'd need so you don't haveto waste any precious resources ( -1 or 2 low quality metal to make the weapon.) It's simple things like this that would add to the game and make you want to survive.


    Edit: Spelling
    Could be a nice alternative if this continues to get negative reviews thanks for your input!

    Thanks for all the replies guys, it looks like the community is rather split down the middle on this idea. That likely means that this won't happen. Please, if you disagree with me and think this is stupid, I request you at least take the time to modify my idea, because I think that this or something similar to this could really make rust into a unique survival game.
    Reply With Quote Edit / Delete United States Show Events

  20. Post #20
    Gold Member

    August 2013
    919 Posts
    I find the classes thing to be pointless and would ruin the immersion of the game, something that would make more sense is, you probably didn't guess it.. Experiance! No I don't mean little points that pop up but prolonged exposure or repeated actions of something, it would also reward the survival of the fittest, example: Your character has survived for 5 months and over time has become used to the recoil of the m4 in turn you're more accurate with it then a fresh spawn, or you've collected enough resources to the point where your character has learned little tips and tricks to give you a bit more from a deposit (I.E. instead of 4 stones from 1 rock get 5 nothing huge and game breaking.) Same could go with crafting, you've made enough m4's to supply an army! You now know the exact amount of metal you'd need so you don't haveto waste any precious resources ( -1 or 2 low quality metal to make the weapon.) It's simple things like this that would add to the game and make you want to survive.


    Edit: Spelling
    The only problem is we don't need another thing that will favor people who play more. Thats why this wouldn't work, while good on paper and it works in single player rpgs for something like rust it would make the game extremely frustrating.
    Reply With Quote Edit / Delete Mac United States Show Events Agree Agree x 1 (list)

  21. Post #21
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    The only problem is we don't need another thing that will favor people who play more. Thats why this wouldn't work, while good on paper and it works in single player rpgs for something like rust it would make the game extremely frustrating.
    That would be my complaint there as well. My reasoning is that everyone gets an equal chance of survival, but at the same time can play their way, with a sort of class system. Plus it has the chance of bringing the community together, such as a clan having one of each person specializing in the classes. On the other hand, it could divide them into all playing lone wolf, since they have some newfound strengths, if it happens, I am excited to see just how it turns out.
    Reply With Quote Edit / Delete United States Show Events

  22. Post #22
    Gold Member

    August 2013
    919 Posts
    That would be my complaint there as well. My reasoning is that everyone gets an equal chance of survival, but at the same time can play their way, with a sort of class system. Plus it has the chance of bringing the community together, such as a clan having one of each person specializing in the classes. On the other hand, it could divide them into all playing lone wolf, since they have some newfound strengths, if it happens, I am excited to see just how it turns out.
    It wouldn't have a massive impact on gameplay, but definitely would support teamplay and everything you just stated. It would also give you some identity, some backstory, I just don't see any negatives of it. As long as it's implemented in a way that makes sense, like what i said earlier with making them be based on jobs.
    Reply With Quote Edit / Delete Mac United States Show Events

  23. Post #23
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    It wouldn't have a massive impact on gameplay, but definitely would support teamplay and everything you just stated. It would also give you some identity, some backstory, I just don't see any negatives of it. As long as it's implemented in a way that makes sense, like what i said earlier with making them be based on jobs.
    Yeah, I like that, the back story idea. Might help me identify with the character a little better and see him as more than a naked man with a rock bashing people's heads in along with his hundreds of clones.
    Reply With Quote Edit / Delete United States Show Events

  24. Post #24
    Gold Member

    August 2013
    919 Posts
    Yeah, I like that, the back story idea. Might help me identify with the character a little better and see him as more than a naked man with a rock bashing people's heads in along with his hundreds of clones.
    Along with skin color, hair, etc. would all be welcome. This would all be great down the road, for now, more guns, more building, more core features.
    Reply With Quote Edit / Delete Mac United States Show Events

  25. Post #25
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Along with skin color, hair, etc. would all be welcome. This would all be great down the road, for now, more guns, more building, more core features.
    I just feel that each character should have a distinct appearance to identify them as different, like how the gunner would have bandoliers of ammo, or the strongarm is visibly muscular.
    Reply With Quote Edit / Delete United States Show Events

  26. Post #26
    Teleskop's Avatar
    June 2013
    294 Posts
    No to a closed class system.Skills like woodcuttin,weaponcrafting-yea.
    Reply With Quote Edit / Delete Windows 7 Poland Show Events Agree Agree x 1Disagree Disagree x 1 (list)

  27. Post #27
    Hustlin'
    Exigent's Avatar
    July 2013
    1,512 Posts
    This isn't an RPG, though. It's simply an action/survival game. Adding something like this would take away from immersion, and (in my opinion) take away from the uniqueness Rust has currently. Honestly, I don't think this is a good idea.
    Reply With Quote Edit / Delete Windows 7 United States Show Events Agree Agree x 2 (list)

  28. Post #28
    Gold Member

    August 2013
    919 Posts
    This isn't an RPG, though. It's simply an action/survival game. Adding something like this would take away from immersion, and (in my opinion) take away from the uniqueness Rust has currently. Honestly, I don't think this is a good idea.
    If implemented in the right way it would add to immersion. It would give your character a backstory and you would get more invested, if of course it goes down the route of "i was a contruction worker so i know my war around a workbench" rather than "im a level 16 titan that can absorb 129034 points of damage while striking down lighting from above". All passive effects that will make each survivor a little more unique.
    Reply With Quote Edit / Delete Mac United States Show Events Agree Agree x 1Disagree Disagree x 1 (list)

  29. Post #29
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    This isn't an RPG, though. It's simply an action/survival game. Adding something like this would take away from immersion, and (in my opinion) take away from the uniqueness Rust has currently. Honestly, I don't think this is a good idea.
    As Daniel said, this is just for a little uniqueness for each play style. If I plan on getting established really quickly for example, I will be a builder, so I can protect my loot better. Conversely, if I want to steal everything I get, I will be a demolitions, blowing down everyone's doors and getting the goods. No matter what, everyone already congregates to a certain play style, I feel we should reward everyone's style of play and encourage multiple approaches to a survival situation.
    Reply With Quote Edit / Delete United States Show Events Disagree Disagree x 1Agree Agree x 1 (list)

  30. Post #30
    PM ME FOR RUST KEY!
    thuesen207's Avatar
    June 2013
    326 Posts
    please dont.
    Reply With Quote Edit / Delete Windows 8 Norway Show Events

  31. Post #31
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    please dont.
    Thanks for the feedback
    Reply With Quote Edit / Delete United States Show Events Friendly Friendly x 1Zing Zing x 1 (list)

  32. Post #32

    November 2013
    8 Posts
    Balance is so hard to get right. At least now we have a level playing field.
    Reply With Quote Edit / Delete Show Events

  33. Post #33

    November 2013
    14 Posts
    In a game like Rust where the developers are aiming for true freedom, classes and perks or skill levels would not be a good idea imo.
    Everyone should be equal in this kind of game.
    Reply With Quote Edit / Delete Windows 7 Sweden Show Events

  34. Post #34
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    In a game like Rust where the developers are aiming for true freedom, classes and perks or skill levels would not be a good idea imo.
    Everyone should be equal in this kind of game.
    I guess you're right, but on that note, choosing a class really gives you the freedom of choice and the freedom to play the game like you want to while all the while still keeping it a survival game.
    Reply With Quote Edit / Delete United States Show Events

  35. Post #35
    InsaneParrot's Avatar
    January 2012
    1,262 Posts
    I think that a skills system would be cool, but confining it to classes would be too typical, and I hate that path anyway. (skills as in getting better at mining, not being able to summon a zombie to do your bidding)
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  36. Post #36
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    I think that a skills system would be cool, but confining it to classes would be too typical, and I hate that path anyway. (skills as in getting better at mining, not being able to summon a zombie to do your bidding)
    So are you proposing a skill tree of sorts? I can see something like that happening.
    Reply With Quote Edit / Delete United States Show Events

  37. Post #37
    Sebastianhp's Avatar
    October 2013
    22 Posts
    I had this idea a little while ago and I want to give it another shot. This idea stems from a discussion in one of my other threads. I propose that we have some elements found in RPGs in rust for a little customization of character as well as allowing you to pick multiple routes for survival, namely through a class system. I have multiple different ideas on how this could work out, but I am completely open for any and all criticisms and suggestions you guys might have, so feel free to give your input. First off, I feel that a new method of crafting should be made (that is better discussed in my other thread.) The RPG part of this is that you could pick a "class" that you want to specialize in. This allows you to have benefits in a certain area.
    For example, you could choose to play as:

    Survivalist
    The survivalist is the guy who knows his way around the wilderness. He knows his way around, and is arguably more determined to live than any other man.
    Benefits:
    -Bandages and Medkits can be crafted somewhat faster, and are slightly more efficient, plus they cost slightly less to craft.
    -Can tank a little more damage than other players (Having a base HP of 120-150 instead of 100.)
    Appearance: has a more "weathered" look to the character: looks dirty but experienced.

    Gunner
    The gunner is exactly like he sounds, a gun nut. He knows his way around firearms and knows how to use them very well and very efficiently.
    Benefits:
    -Gun crafting recipes slightly reduced, and crafts slightly faster. Ammo still costs the same, however.
    -Being an experienced shooter, accuracy is slightly increased, along with less bullet spread, and range is also slightly increased. To balance, the gunner has a lower rate of fire with weapons, to make each shot count.
    Appearance: Exactly like a gun nut looks: carrying massive firearms and having bandoliers loaded with ammo over his chest.

    Builder/Engineer
    This class is experienced at building and construction. If you plan on having a giant mansion overlooking the water, then this is your guy!
    Benefits:
    -Crafting parts for wood and metal houses is slightly decreased, and crafts slightly faster.
    -All parts made by the engineer/builder are of the highest quality. To damage them with weapons or explosives, more must be used. If you want to be less raidable, this is definitely the way to go!
    Appearance: Unsure, but looks like he knows a lot about building!

    Demolitions
    This guy you do not want to fuck around with. He knows his way around explosives, and he sure as hell knows how to use them.
    Benefits:
    -Explosives craft more quickly and cost less to craft (for C4 instead of 15 explosives only requires 12 or 10 perhaps?)
    -Explosives have a larger radius and do not do damage to you like explosives for other classes. Damage is still the same however, and buildings still take the same amount to destroy.
    Appearance: Looks like a madman. Can be seen with grenades strapped to a band around his chest.

    Light-Foot
    While not necessarily a combat class, this guy knows how to get around, and quickly. He is in tip-top shape and really knows how to use those legs of his.
    Benefits:
    -Can run significantly faster than other classes, for running away from bears, or guys shooting at him.
    -Cannot have his legs broken (but still can take fall damage, though significantly less)
    -Consumes less calories while running
    Appearance: significantly more skinny than the other players in rust. Easy to tell apart because he moves faster.

    Hunter
    The hunter is sort of like the survivalist with a twist. He is a sneaky bastard and he knows how to be a silent yet efficient killer.
    Benefits:
    -Gathers more meat, cloth, and animal fat from killed animals
    -Can shoot more accurately with the bow
    -Does heavy damage if attacking with melee from behind. (could have special animations even, such as neck snapping when holding nothing.)
    Appearance: similar to the survivalist; dirty and grungy, but his face is covered in camouflage paint to disguise him.

    Strongarm
    Another non-combat class, this guy is one bad ass mother fucker. He is strong as a bull and equally as vicious.
    Benefits:
    -Can carry more in his backpack than other classes.
    -Does significantly heavier damage with melee weapons than anyone else
    -Collects resources much quicker than anyone else
    Appearance: total fucking beefcake. Has visible muscles (especially when shirtless)

    Lucky
    While not necessarily a class, I thought I would add it in as a trait. The person who picks to have more luck:
    -Scores critical hits more often
    -Rarely gets 50% more resources when harvesting (150-ish wood from log piles instead of 100-ish)
    -On rare occasion will take no damage from a bullet that hits them. Rarely happens, but could be a life saver

    The All-Arounder
    When you want the sampler, this is what you get. This guy is skilled, a jack-of-all-trades. However, his knowledge only goes so far. He gets benefits from each of the classes, but it is divided evenly, that is, he gets much less in each, but still get a nice little boost. If you want a play style where you are just there for the experience, this is likely the way to go.

    So that about sums it all up, give me your thoughts, comments, praise, suggestions, or tell me I am a fucking retard. Thanks!
    Oh yeah. And let's add some heartbeat sensors and rocket launchers aswell, so we can copy COD more!!

    That's a stupid idea imo. We want this game to be a survival game that is equal for everyone. Don't do this
    Reply With Quote Edit / Delete Windows 7 Denmark Show Events Dumb Dumb x 3 (list)

  38. Post #38
    InsaneParrot's Avatar
    January 2012
    1,262 Posts
    So are you proposing a skill tree of sorts? I can see something like that happening.
    Not necessarily a skill tree, but more of just a system where you control the progression of your skills by doing those actions.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  39. Post #39
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Oh yeah. And let's add some heartbeat sensors and rocket launchers aswell, so we can copy COD more!!

    That's a stupid idea imo. We want this game to be a survival game that is equal for everyone. Don't do this
    while I am ALWAYS open for criticisms on my idea, you are an idiot. Like really, you take the fucking cake for stupid, if I had an award for dumbest asshole of the year, you would win it five times over. Your argument has literally NOTHING to do with what I outlined. I understand this is a survival game, but I never said a thing about rocket launchers or heartbeat sensors (honestly I have no idea where you got this from,) and last I checked, Call of Duty doesn't have a class system, though I have never played. I suggest you go sodomize yourself with a cactus without any lubricant.

    Edited:

    Not necessarily a skill tree, but more of just a system where you control the progression of your skills by doing those actions.
    I like this. It doesn't force you to choose, and you still get benefits for playing. However, the only problem with this is that it rewards you for playing basically. If you have been playing a very long time, you will be more powerful than someone who is just starting out, and then there becomes that imbalance and the questioning of fairness. Nice start to the idea though
    Reply With Quote Edit / Delete United States Show Events Agree Agree x 1 (list)

  40. Post #40

    April 2011
    288 Posts
    I feel the survivalist should have dirt on his hands, and his face. Not to be confused to the hunter, but just enough. Like Dirt lines going across his face under his eyes. Like what football fanatics do. I also feel like he should be able to heal other people, to give them the heal bonus, and he cooks food faster, and the effects of food and medicine are 20% more efficient. So basically make him the medic class?

    The gunner doesn't have dirt but he always has a bullet strap going across his chest, and around his waist. He should also be able to craft KEVLAR somewhat faster. I'd also say that he will generate a clip's worth of ammo for a random gun every now and then, so the belt is visually supported. Not often enough to give him unlimited ammo, but enough so if he's in a tight spot, he might get lucky and survive.

    Engineer always has a toolbelt on. Has visible hammers, wrench, etc. I feel he should also be able to "carry" the workbench 1 trait around. like he can craft items without a workbench.

    The demoman could always have a grenade belt going across his chest or his waist. Also, I'd say so this is visually supported, he automatically generates 1 grenade every now and then. Not enough to be throwing them like crazy, but enough so he always has a grenade so it's visually supported and to get him out of trouble if his timing is correct. Like if he just tossed one, he wouldn't look in his inventory 5 mins later and see one, he'd be walking around after the fact and then suddenly, Hey! A grenade!

    The lightfoot can sneak around considerably easier because he doesn't make nearly as much noise, is skinnier then the rest, fall damage reduced, break legs is nil, and he can jump higher. Basically he's the infiltration class.

    The hunter could have a leather strap going across his chest, and have a "soulbound" rifle that he generates ammo for, but is weak, but accurate. He benefits from being more accurate on rifle based weapons, and like said in the OP, he can get animal sources faster, and gets a sneak bonus. in the event that the soulbound rifle and strap is OP'd, he could always just have facepainted camo on his face and arms.

    The strongarm could run a little slower then the rest, but can shoot faster with less recoil because of his strength. He can like the the OP carry more, gets 150% resources, and hits stuff faster. Speed of attack can be toggled between fast attacking with normal damage, or normal speed with 150% damage. Visual is obviously bigger then normal players.

    the lucky could get more criticals easier, sometimes get 200% resources, and if shot at when a bullet is supposed to hit him, he hears a bullet whizz past him, and the shooter sees "miss!" or something. He could have like luck charms on his wrists or neck or something. Not something too ridiculous, just enough so if you see him from the same distance as any other player you could tell he's the lucky class.

    All arounder could just have the default playermodel type, and has 20% bonuses in everything. Though I feel this could hurt the choice in specializing something because if a novice group is joining, they will have to know the condition of the game to be able to coordinate effectively. I feel you could always change your character's specialization at any time, and it will take effect on death.
    Reply With Quote Edit / Delete Windows 7 United States Show Events Useful Useful x 1 (list)