View Poll Results: Yay or Nay?

Voters
88. You may not vote on this poll
  • Great ideas! I like them all!

    57 64.77%
  • Good ideas. I have some qualms however.

    23 26.14%
  • Bad ideas. I will state my reasons, if I feel like it.

    2 2.27%
  • Terrible ideas!! Die u naked newb!!!

    6 6.82%
  1. Post #1

    December 2013
    66 Posts
    Got a few ideas while waiting for a spot in the server I've got friends on.

    ###
    1. Add a queue to server
    -So you can get a spot without having to double-click every 5 seconds.
    *updated - commentary* - I knew this was planned, just sayin' ^^

    2. Add real star systems at night for navigation.
    -Most specifically the north star, big dipper, and little dipper.
    -Galaxy center would be beautiful at night, considering how dark it gets!
    -Navigate like the olden days, yeah!

    3. Moon doesn't illuminate?
    -I'll start this off by stating, I'm a HUGE fan of pitch black nights!
    -Although the moon should illuminate at least a little bit to A LOT (depending on its cycle), it would make more sense.
    -Overcast nights therefor would make logical sense to be pitch black.
    -I've lived in Alaska before, in a tiny city (close to no city lights, like in game), and I've got to say... the moon makes the night manageable, without a flashlight or anything (gotta watch for moose though, those suckers are EBIL)
    *updated - commentary*- More dynamic raiding/defense situations with different moon cycles/light provided
    *updated - commentary*-I grinded for awhile and noticed that the moon does cast some luminosity, though I haven't yet looked for the moon during pitch black hours.

    4. Compass
    -Yeah, pretty self explanatory (yes I use landmarks, but sometimes I can't see that huge mountain ^^)
    -Make this hard to acquire hopefully!
    -Requires the mining of naturally occurring magnetic materials such as: magnetite, hematite, or maghemite
    -Then one can use that to magnetize a piece of metal that is sensitive to magnetism (no need to re-get magnetic material, that wouldn't make sense!)
    -Only mine-able at a depth (look at suggestion #10, cave system)
    -Depth reason: Maghemite was named in 1927 for an occurrence at an Iron Mountain mine, northwest of Redding, Shasta County, California.

    5. Craftable draw-bridge, ladders (rope, etc.).
    -Like the olden days again, yeah! People can some real siege time in!
    -ladders could possibly be knocked down easily, and/or retrievable
    *updated* - draw-bridge has an activatable lever for quick dropping, takes some time to raise

    6. Craftable traps
    -base defense: hot tar, boiling metal, activatable falling rocks (with special window for doing so), mudpits, spike pits, oil laden grass
    -activated via trap laying player or trip wire: net traps , noose traps, bow trap, spear trap

    7. More housing options
    -archer slots, secret doors/trap doors, portcullis (metal gate basically, with an activatable mechanism for lowering QUICK!)
    -tree forts, wood walls with walkway, watchtowers (prefabbed w/ladder BUT if there's ladders/trapdoors nvmd lol)
    *updated* -rope walkways

    8. Real wild
    -Berry picking, mushroom picking, etc.
    -Trapping/snaring animals, etc.
    Examples

    9. Animals
    -Cougars, lynx, horses, birds, bigfoot (just don't steal his jerky!) -> (most are probably planned, just sayin')
    -Zoo escaped animals creating a pack: lions, tigers, and bears oh my!
    -Bears + wolves have dens w/possibly meat (some rotten)
    -Real animal AI: wolves hunting boars/deer, wolf packs have territory (wolf packs can attack each other, reasons expanded: enlarge their territory therefor expand the size of their packs and berth of AI pathfinding algorithm (set zones), hence making them more of a risk to more and more players)
    *updated - commentary* -updated dens to bear/wolf, also added reasons explained to Real animal AI

    10. Cave systems
    -good resource for fresh water, dwelling place for mobs, but better mining possibilities, need a party to successfully conquer for lowest risk of death.
    *updated* - possibly place to find pickaxes that are from previous miners, hard hat w/flashlight, flashlight attachment, etc.

    11. Zeds replacement (I saw on trello they're being removed)
    -Possibly creatures like in the movies I Am Legend/Pitch Black (not flying though -.-)
    -Only come out at night basically, meant to make you scared, natural defense barrier (Last of Us any1 ^^)
    -They dwell in caverns, on the ceiling of certain buildings already implemented (don't leave your door open at night, u might get a surprise!)
    -Dwell anyplace where sunlight can't get in at any angle during the day basically
    -Can be attracted via extracted pheromones from killed mutants
    *updated*-Extraction of pheromones would need to be done via a tool like "blood drawing kit", NOT DROPS
    *updated*-Few example uses of pheromones: Place these near your enemies base to attract hordes of mutants, or even from each cave entrance to their base to attract even more!! Put pheromones around your base if you know bandits are going to raid you at night!
    *updated - commentary*-changed to extracting pheromones from all genders of mutants, due to possible coding annoyance... and misinterpretation of natures natural ways.

    12. Emoticons
    -Wave, greet, white flag, stop hand motion, give up (player is searchable)
    -will help the players without mics a lot, aforementioned emotes are most important I think for survival gameplay.

    *Updated, new idea!*
    13. Farming/Harvesting
    -You all know what this is: plant a seed, water it, watch it grow, harvest your hard work.
    -Possibly make a valuable trade option if there is plants to reduce lots of rads, thirst if that's implemented, plenty of hunger reduction, (suggestions please ^^), etc.
    -Type of "rent" from the newb bases for protection money from stronger bases/clans/groups
    -*if the plant's ingredient is useful - i.e. making biodiesel, stinging nettles to make attackers YELP! (HURTS), thorny bushes (areas u can't put spikes), Aloe vera, etc.*
    -Though this would have to be implemented with a larger map considering Alpha's substantial difficulties with house crowding and finishing getting the kinks out
    -New item, seeds for each type of unique plant with their unique attributes and benefits
    *commentary*-Might already be planned, makes sense if so
    *commentary*-Credit goes to BuDo and Spasmastik for their brainstorming
    *commentary - updated*-Forgot my addition to the idea, it's below
    -So u know when u cook your chicken and its just a unsalted, unpeppered, unseasoned and just plain normal tasting chicken?
    -Why not add spices/herbs for different benefits, like rad reduction, more hunger gain, more health gain, make uber food!
    Examples

    *Updated, new idea!*
    14. AI Bandits!
    *commentary*-Kudos to Spry_Havoc for the initial idea!
    -I'm sure this isn't a new idea but I have a few angles on it that might be new.
    *commentary*-Here's my angle on this idea, below
    -Bandit's wander around their set territory, with set alignments to each zone of the map they occupy; i.e. AI Bandit factions.
    -AI Bandit faction wars, where each side wanders their territory gathering, invisible to player, resources. If said faction doesn't get raided and gather the supplies they need, they will raid other faction bases to expand their influence (leading to more of these specific bandits spawning, i.e. different factions have different equips/weapons they use/base setup/random variables per faction)

    *Updated, new idea!*
    15. AI Cannibals! Players too!
    *commentary*-Kudos to Spry_Havoc for the initial idea!
    -Cannibals that roam around the map to eat nakeds! hehe
    -*Option in-game to be a cannibal too!* Has some effect on the player, example: normal meat doesn't give as much hunger/health
    -Wander from base to base that they've setup to deposit their loot/escape mutants/run to get help when they've been decimated
    -Different factions again, of AI cannibals. Same thing as banditos

    *Updated, new idea!*
    16. Modular Weapon System
    Link to original idea, via Matlas
    -General idea is to have craftable parts per the type of weapon, i.e. shotgun, SMG, assault rifle, pistol, and any other weapon they decide to implement.
    -These craftable parts combine into a unique arsenal, that is different for every player; creating their perfect weapon to suit their unique play style!
    -These weapons can range from anything to altered fire rates, longer/shorter range, durability of weapon (refer to Trello update page), magazine size, concealability, to utility.

    *Updated, new idea!*
    17. Modular Weapon Mods
    Link to original idea, via Matlas
    -Idea here is to have mods for your weapon that can be made from your surroundings, to use every bit of materials you find to your advantage!
    -Such as: homemade suppressors (can suppressor, like on The Walking Dead), homemade scope out of a soda bottle, bayonette out of any knife (lower durability if attached with just duct tape), etc.
    ###

    I enjoy immersion if you couldn't tell, and that's what this game is really good at!
    So why not improve upon that, perfect the element that is drawing players back in again and again; despite the constant loss of progress :).


    I will add immersion ideas you have with my suggestions, included *add to suggestion* if you want me to, please specify in your idea post; details, and has to be plausible in a realistic world type!
    I will give u credit!

    Will add more when I can.

    I like constructive criticism, and I'm happy to critique these suggestions; please give the reason why.
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  2. Post #2
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    These are actually some VERY interesting ideas regarding immersion, I absolutely love it, especially star system, I never woulda thought of that!

  3. Post #3

    December 2013
    66 Posts
    These are actually some VERY interesting ideas regarding immersion, I absolutely love it, especially star system, I never woulda thought of that!
    Why thank u good sir! I will add more when I get the ideas :).

    Code:
    Though I have to admit, I'm holding back because I want to make a game semi-similar to this.
    
    Although its going to have my unique mechanics that I would rather not reveal :P.
    
    Fricken brilliant job so far with unity devs!!!

  4. Post #4

    December 2013
    37 Posts
    Some pretty solid ideas here. Only one I don't like is wolf packs attacking each other. Seems like a waste of code. Nice effort though

  5. Post #5

    December 2013
    14 Posts
    Some good ideas, off topic now, but no other threads I make get answered. Is there some support people I can contact because I cant load servers, it gets to the Waiting For Server and stays there for hours. Bought the game yesterday, and I didn't think I was paying $20 for a fancy logo on my desktop. I realize it's Alpha but come on.
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  6. Post #6

    December 2013
    40 Posts
    "Can be attracted via extracted pheromones from killed female types"

    Where on earth are you going with this? Sounds pretty misogynistic to me.
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  7. Post #7

    December 2013
    66 Posts
    "Can be attracted via extracted pheromones from killed female types"

    Where on earth are you going with this? Sounds pretty misogynistic to me.
    Its in nature, that's where I got it from.
    Trying to stick to things that make real sense, females have the strongest pheromones in nature (mothers particularly).

    It's all logical* friend :).

  8. Post #8

    December 2013
    40 Posts
    So are you saying that female zombies should drop pheromones? LOL, ok that is weird.
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  9. Post #9

    December 2013
    49 Posts
    Disco would avoid from killing Female zombies if this was implemented.
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  10. Post #10

    December 2013
    66 Posts
    So are you saying that female zombies should drop pheromones? LOL, ok that is weird.
    No not necessarily, that you have2 use something similar to the blood drawing kit to do it.
    Also I'm sure it's possible to draw pheromones from males too, just in natures those aren't as strong as females; therefor they wouldn't be ingame.
    -By "as strong" I mean that they would have a smaller attraction radius.
    -Though I know how much of a pain it is to code all this, so personally I would just make all pheromones attract the same to all types xD

  11. Post #11

    December 2013
    8 Posts
    No disrespect to the idea, but currently the game itself needs to be polished off. I more interested in something like a Clan option or party option to where if you live in a community of players in the game and have a community house, it'd be pretty cool if there could just be one door that can be built so all players of the community or clan or party or whatever, can access the house, instead of just the one player.
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  12. Post #12

    December 2013
    66 Posts
    No disrespect to the idea, but currently the game itself needs to be polished off. I more interested in something like a Clan option or party option to where if you live in a community of players in the game and have a community house, it'd be pretty cool if there could just be one door that can be built so all players of the community or clan or party or whatever, can access the house, instead of just the one player.
    I completely agree, my hopes are just for the devs to consider each of these ideas and how they can uniquely apply them to their vision; and hopefully get some insight from my ideas.

    Though in response to your comment, I have some good news! They are doing lock combination doors soon, so your prayers will soon be answered :).

    Check this out for combo stuff meng + voting site for content.

  13. Post #13

    December 2013
    70 Posts
    "Can be attracted via extracted pheromones from killed female types"

    Where on earth are you going with this? Sounds pretty misogynistic to me.
    if you think pheromones are misogynistic, then i recommend never learning anything about animals in nature and how they behave. you would throw a fucking shitfit
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  14. Post #14

    December 2013
    66 Posts
    bump

  15. Post #15

    December 2013
    6 Posts
    A more realistic night sky would go a long way in increasing the immersion for me.

    Also, a dymaic weather system would be awesome. Rain, lightning, thunder, fog, hail, snow, falling leaves in autumn, etc. etc.
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  16. Post #16

    December 2013
    66 Posts
    A more realistic night sky would go a long way in increasing the immersion for me.

    Also, a dymaic weather system would be awesome. Rain, lightning, thunder, fog, hail, snow, falling leaves in autumn, etc. etc.

    *just thought about it*
    I believe this was planned :)

  17. Post #17

    December 2013
    18 Posts
    great ideas,things that can be implemented.
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  18. Post #18

    December 2013
    43 Posts
    great ideas but I still think that deadly chickens would be the best replacement for zombies
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  19. Post #19
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    *just thought about it*
    I believe this was planned :)
    Dynamic weather is coming, it was confirmed by a dev when I suggested it.
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  20. Post #20

    December 2013
    66 Posts
    legit :) thx for the heads up!

  21. Post #21
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    legit :) thx for the heads up!
    Sure thing, not sure what weather is coming, but it was hinted that things like acid rain would be coming, exciting~
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  22. Post #22

    December 2013
    66 Posts
    Sure thing, not sure what weather is coming, but it was hinted that things like acid rain would be coming, exciting~
    Very exciting ^^

  23. Post #23
    Spry_Havoc's Avatar
    December 2013
    22 Posts
    Got a few ideas while waiting for a spot in the server I've got friends on.

    ###
    1. Add a queue to server
    -So you can get a spot without having to double-click every 5 seconds.
    *updated - commentary* - I knew this was planned, just sayin' ^^

    2. Add real star systems at night for navigation.
    -Most specifically the north star, big dipper, and little dipper.
    -Galaxy center would be beautiful at night, considering how dark it gets!
    -Navigate like the olden days, yeah!

    3. Moon doesn't illuminate?
    -I'll start this off by stating, I'm a HUGE fan of pitch black nights!
    -Although the moon should illuminate at least a little bit to A LOT (depending on its cycle), it would make more sense.
    -Overcast nights therefor would make logical sense to be pitch black.
    -I've lived in Alaska before, in a tiny city (close to no city lights, like in game), and I've got to say... the moon makes the night manageable, without a flashlight or anything (gotta watch for moose though, those suckers are EBIL)
    *updated - commentary*- More dynamic raiding/defense situations with different moon cycles/light provided
    *updated - commentary*-I grinded for awhile and noticed that the moon does cast some luminosity, though I haven't yet looked for the moon during pitch black hours.

    4. Compass
    -Yeah, pretty self explanatory (yes I use landmarks, but sometimes I can't see that huge mountain ^^)
    -Make this hard to acquire hopefully!
    -Requires the mining of naturally occurring magnetic materials such as: magnetite, hematite, or maghemite
    -Then one can use that to magnetize a piece of metal that is sensitive to magnetism (no need to re-get magnetic material, that wouldn't make sense!)
    -Only mine-able at a depth (look at suggestion #10, cave system)
    -Depth reason: Maghemite was named in 1927 for an occurrence at an Iron Mountain mine, northwest of Redding, Shasta County, California.

    5. Craftable draw-bridge, ladders (rope, etc.).
    -Like the olden days again, yeah! People can some real siege time in!
    -ladders could possibly be knocked down easily, and/or retrievable
    *updated* - draw-bridge has an activatable lever for quick dropping, takes some time to raise

    6. Craftable traps
    -base defense: hot tar, boiling metal, activatable falling rocks (with special window for doing so), mudpits, spike pits, oil laden grass
    -activated via trap laying player or trip wire: net traps , noose traps, bow trap, spear trap

    7. More housing options
    -archer slots, secret doors/trap doors, portcullis (metal gate basically, with an activatable mechanism for lowering QUICK!)
    -tree forts, wood walls with walkway, watchtowers (prefabbed w/ladder BUT if there's ladders/trapdoors nvmd lol)
    *updated* -rope walkways

    8. Real wild
    -Berry picking, mushroom picking, etc.
    -Trapping/snaring animals, etc.
    Examples

    9. Animals
    -Cougars, lynx, horses, birds, bigfoot (just don't steal his jerky!) -> (most are probably planned, just sayin')
    -Zoo escaped animals creating a pack: lions, tigers, and bears oh my!
    -Bears + wolves have dens w/possibly meat (some rotten)
    -Real animal AI: wolves hunting boars/deer, wolf packs have territory (wolf packs can attack each other, reasons expanded: enlarge their territory therefor expand the size of their packs and berth of AI pathfinding algorithm (set zones), hence making them more of a risk to more and more players)
    *updated - commentary* -updated dens to bear/wolf, also added reasons explained to Real animal AI

    10. Cave systems
    -good resource for fresh water, dwelling place for mobs, but better mining possibilities, need a party to successfully conquer for lowest risk of death.
    *updated* - possibly place to find pickaxes that are from previous miners, hard hat w/flashlight, flashlight attachment, etc.

    11. Zeds replacement (I saw on trello they're being removed)
    -Possibly creatures like in the movies I Am Legend/Pitch Black (not flying though -.-)
    -Only come out at night basically, meant to make you scared, natural defense barrier (Last of Us any1 ^^)
    -They dwell in caverns, on the ceiling of certain buildings already implemented (don't leave your door open at night, u might get a surprise!)
    -Dwell anyplace where sunlight can't get in at any angle during the day basically
    -Can be attracted via extracted pheromones from killed mutants
    *updated*- Extraction of pheromones would need to be done via a tool like "blood drawing kit", NOT DROPS
    *updated - commentary* -changed to extracting pheromones from all genders of mutants, due to possible coding annoyance... and misinterpretation of natures natural ways.

    12. Emoticons
    -Wave, greet, white flag, stop hand motion, give up (player is searchable)
    -will help the players without mics a lot, aforementioned emotes are most important I think for survival gameplay.

    Updated, new idea!
    13. Farming/Harvesting
    -You all know what this is: plant a seed, water it, watch it grow, harvest your hard work.
    -Possibly make a valuable trade option if there is plants to reduce lots of rads, thirst if that's implemented, plenty of hunger reduction, (suggestions please ^^), etc.
    -Type of "rent" from the newb bases for protection money from stronger bases/clans/groups
    -*if the plant's ingredient is useful - i.e. making biodiesel, stinging nettles to make attackers YELP! (HURTS), thorny bushes (areas u can't put spikes), Aloe vera, etc.*
    -Though this would have to be implemented with a larger map considering Alpha's substantial difficulties with house crowding and finishing getting the kinks out
    -New item, seeds for each type of unique plant with their unique attributes and benefits
    *commentary*-Might already be planned, makes sense if so
    *commentary*-Credit goes to BuDo and Spasmastik for their brainstorming
    *commentary - updated*-Forgot my addition to the idea, it's below
    -So u know when u cook your chicken and its just a unsalted, unpeppered, unseasoned and just plain normal tasting chicken?
    -Why not add spices/herbs for different benefits, like rad reduction, more hunger gain, more health gain, make uber food!
    Examples
    ###

    I enjoy immersion if you couldn't tell, and that's what this game is really good at!
    So why not improve upon that, perfect the element that is drawing players back in again and again; despite the constant loss of progress :).


    Hummm, can't think of anything else atm.

    Will add more when I can.

    I like constructive criticism, and I'm happy to critique these suggestions; please give the reason why.
    Kudos!!! You've hit upon many of the thoughts I've had (for the most part) over the past few weeks of playing Rust. However I think instead of changing the "Z's" to other creatures I think they should be human groups (NPC's) who have turned to cannibalism and have bases of operations (like the structures already located on the map) but patrol the landscape hunting, like everyone else, to survive (like the movie "The Road"). These groups will have weapons and resources that they drop like the "Zeds" but are more formidable. Maybe they would occasionally fire off a 'surface to air missile' and bring down a cargo plane which would turn into a massive treasure hunt to be battled over.
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  24. Post #24
    squidvet's Avatar
    December 2013
    7 Posts

    11. Zeds replacement (I saw on trello they're being removed)
    -Possibly creatures like in the movies I Am Legend/Pitch Black (not flying though -.-)
    -Only come out at night basically, meant to make you scared, natural defense barrier (Last of Us any1 ^^)
    -They dwell in caverns, on the ceiling of certain buildings already implemented (don't leave your door open at night, u might get a surprise!)
    -Dwell anyplace where sunlight can't get in at any angle during the day basically
    -Can be attracted via extracted pheromones from killed mutants
    *updated*- Extraction of pheromones would need to be done via a tool like "blood drawing kit", NOT DROPS
    *updated - commentary* -changed to extracting pheromones from all genders of mutants, due to possible coding annoyance... and misinterpretation of natures natural ways.
    This is a cool idea. To add to this, they would irradiate the room they occupy inside your house. They should also be vertical climbers, and maybe long jumpers, and able to get in through windows if they aren't properly defended or fortified.
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  25. Post #25
    Spry_Havoc's Avatar
    December 2013
    22 Posts
    This is a cool idea. To add to this, they would irradiate the room they occupy inside your house. They should also be vertical climbers, and maybe long jumpers, and able to get in through windows if they aren't properly defended or fortified.
    I'd honestly prefer a "Real World Survival Simulator" over a fantasy game. Don't get me wrong, I love the Zombie/Mutant genre but I think, for one the genre is becoming over-saturated and they would miss a chance of making a "Stand Out" game instead of "a pretty looking Minecraft knock off".

  26. Post #26

    December 2013
    66 Posts
    This is a cool idea. To add to this, they would irradiate the room they occupy inside your house. They should also be vertical climbers, and maybe long jumpers, and able to get in through windows if they aren't properly defended or fortified.
    I agree this is a nice angle you're taking to this. Though I would not like the long jumping part haha.

    Also in response to Spry's idea for the AI bandits, I completely agree those should be in Rust too! Although I think having a cavern system with these types of creatures could really lead to some intense gameplay, and definitely push people get into larger teams to conquer such a difficult task. Another angle on this is to help give the newbs time to build their bases because the larger groups are raiding cave systems for their unique drops per location!
    Also the AI bandits would need to have their own outposts to survive the night, so it would lead to the big groups doing raids of AI bandit houses because they would have better gear than the small newb houses!

  27. Post #27

    December 2013
    66 Posts
    bumpity, added 2 new ideas :)

  28. Post #28
    Matlas's Avatar
    August 2012
    201 Posts
    Well on the topic of immersion and extending the gameplay, I was thinking of MAYBE reworking the gun system to have a bunch of different combinations of guns out of different gun parts.

    Y'know like a modular homemade gun system. To keep it simple every gun would need a minimum of 3 parts, Barrel(s), Receiver, Grip, and Magazine*. The magazine is an optional component for certain weapons.

    Along with a couple of different types of ammunition like rock salt shells for shotguns that do less upfront damage but cause poison damage long term. Or handloaded shells for pistols or lever-action rifles.

    EX. How to build a Homemade Double Barrel Shotgun
    2x Pipe Barrels (Of Equal Length) + 1x Double Barrel Shotgun Action + 1x Stocked/Stockless Grip

    EX. Homemade Lever Action Rifle
    1x Rifle Barrel (Any length) + 1x Lever Action Receiver + 1x Tube Magazine + 1 Stocked/Stockless Grip

    Ex. Home Made Revolver
    1x Pistol Barrel (Any length) + 1x Cylinder 1x Revolving Action Receiver + 1x Pistol Grip

    And so on, basically my idea is that potentially everyone could have easy to make weaponry that can be as customizable and personal, yet recreatable at a moments notice.

    To explain the components barrels all come in three lengths Standard (Balanced), Long (Accurate, Heavy, Increases Damage, Less Recoil), and Short (Concealable, Light, Increased spread, More Recoil)
    With tube magazines can be interchangeable for the sake of accessibility.
    To List the different actions I'd like to see:
    Rifles
    Auto: Medium damage, Medium recoil, Low accuracy, Med-High spread, High fire rate. Rifle rounds.
    Semi: Med-High damage, Med recoil, Med accuracy, Low-Med spread, (Med) Semi-Automatic. Rifle Rounds.
    Lever: High Damage, Med-high recoil, Med-High accuracy, Low Spread, (Med-Low) Lever Action. Magnum Pistol Rounds.
    Bolt: Very High Damage, High Recoil, High Accuracy, Very Low Spread, (Low)Bolt Action. Rifle Rounds.

    Shotguns
    Double Barrel/Single: Very High Damage( 13 Pellets)Very High recoil, Med accuracy, High spread, (Med-High) Semi-Automatic. Shotgun Shells.
    Pump: High Damage ( 10 Pellets)High recoil, Low-Med accuracy, High-Med spread, (Low-Med) Pump Action. Shotgun Shells.
    Semi: Med-High (7 Pellets) Med-High recoil, Low-Med accuracy, Med spread, (Med) Semi-Automatic. Shotgun Shells.

    Sub Machine Guns
    Auto: Low Damage, Med-low recoil, Low-Med accuracy, High spread, High fire rate. Pistol Rounds.
    Burst: Low Damage, Med-low recoil, Med accuracy, Med spread, Med-High fire rate. Pistol Rounds.

    Pistols
    Semi: Low Damage, Med-Low Recoil, High-Med Accuracy, Low-Med Spread, (Med) Semi-automatic. Pistol Rounds.
    Revolver: High Damage, High Recoil, Med Accuracy, Med spread, (Med) Semi-Automatic. Magnum Pistol rounds.

    List of Components:
    Barrels
    Pipe Barrel: Shotgun barrels.
    Rifle Barrels*: Name is what it is.
    Pistol Barrel*
    SMG Barrel*

    Receivers* Detailed and listed above.

    Grips
    Pistol grips: Work for all types of Weapons
    Wood Stock: Shotguns, SMGs, Rifles, and Revolver
    Heavy Stock: Shotguns, Rifles, and Revolver

    Magazines
    Rifle: 20/24/28 Rounds(Auto), 8/10/12 Rounds (Semi), 3/4/5 Rounds (Bolt) Small/Standard/Expanded
    SMG: 20/28/36 Rounds (Auto), 15/21/30 Rounds (Burst) Small/Standard/Extended
    Pistol: 8/12/15 Rounds(Semi), 6/7/8 Rounds (Revolver) Small/Standard/Expanded
    Tube: 4/6/8 Shells(Shotgun), 5/8/11 Rounds (Lever Action Rifle) Short/Standard/Long

    Again these sizes are split between, concealability, utility, and maximum capacity.
    With mods looking more homemade and simple. Like a Can suppressor, or a scope made out of a soda bottle; you feel me?

    Damn, this is kinda hard without knowing exactly how these'd scale in game so yeah that's literally just all words. I almost gave up halfway through that since that didn't make much sense. Oh well, the idea is a work in progress anyways.
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  29. Post #29
    Dennab
    December 2013
    7 Posts
    Absolutely excellent suggestions.. Great work!

  30. Post #30

    December 2013
    66 Posts
    Well on the topic of immersion and extending the gameplay, I was thinking of MAYBE reworking the gun system to have a bunch of different combinations of guns out of different gun parts.

    Y'know like a modular homemade gun system. To keep it simple every gun would need a minimum of 3 parts, Barrel(s), Receiver, Grip, and Magazine*. The magazine is an optional component for certain weapons.

    Along with a couple of different types of ammunition like rock salt shells for shotguns that do less upfront damage but cause poison damage long term. Or handloaded shells for pistols or lever-action rifles.

    EX. How to build a Homemade Double Barrel Shotgun
    2x Pipe Barrels (Of Equal Length) + 1x Double Barrel Shotgun Action + 1x Stocked/Stockless Grip

    EX. Homemade Lever Action Rifle
    1x Rifle Barrel (Any length) + 1x Lever Action Receiver + 1x Tube Magazine + 1 Stocked/Stockless Grip

    Ex. Home Made Revolver
    1x Pistol Barrel (Any length) + 1x Cylinder 1x Revolving Action Receiver + 1x Pistol Grip

    And so on, basically my idea is that potentially everyone could have easy to make weaponry that can be as customizable and personal, yet recreatable at a moments notice.

    To explain the components barrels all come in three lengths Standard (Balanced), Long (Accurate, Heavy, Increases Damage, Less Recoil), and Short (Concealable, Light, Increased spread, More Recoil)
    With tube magazines can be interchangeable for the sake of accessibility.
    To List the different actions I'd like to see:
    Rifles
    Auto: Medium damage, Medium recoil, Low accuracy, Med-High spread, High fire rate. Rifle rounds.
    Semi: Med-High damage, Med recoil, Med accuracy, Low-Med spread, (Med) Semi-Automatic. Rifle Rounds.
    Lever: High Damage, Med-high recoil, Med-High accuracy, Low Spread, (Med-Low) Lever Action. Magnum Pistol Rounds.
    Bolt: Very High Damage, High Recoil, High Accuracy, Very Low Spread, (Low)Bolt Action. Rifle Rounds.

    Shotguns
    Double Barrel/Single: Very High Damage( 13 Pellets)Very High recoil, Med accuracy, High spread, (Med-High) Semi-Automatic. Shotgun Shells.
    Pump: High Damage ( 10 Pellets)High recoil, Low-Med accuracy, High-Med spread, (Low-Med) Pump Action. Shotgun Shells.
    Semi: Med-High (7 Pellets) Med-High recoil, Low-Med accuracy, Med spread, (Med) Semi-Automatic. Shotgun Shells.

    Sub Machine Guns
    Auto: Low Damage, Med-low recoil, Low-Med accuracy, High spread, High fire rate. Pistol Rounds.
    Burst: Low Damage, Med-low recoil, Med accuracy, Med spread, Med-High fire rate. Pistol Rounds.

    Pistols
    Semi: Low Damage, Med-Low Recoil, High-Med Accuracy, Low-Med Spread, (Med) Semi-automatic. Pistol Rounds.
    Revolver: High Damage, High Recoil, Med Accuracy, Med spread, (Med) Semi-Automatic. Magnum Pistol rounds.

    List of Components:
    Barrels
    Pipe Barrel: Shotgun barrels.
    Rifle Barrels*: Name is what it is.
    Pistol Barrel*
    SMG Barrel*

    Receivers* Detailed and listed above.

    Grips
    Pistol grips: Work for all types of Weapons
    Wood Stock: Shotguns, SMGs, Rifles, and Revolver
    Heavy Stock: Shotguns, Rifles, and Revolver

    Magazines
    Rifle: 20/24/28 Rounds(Auto), 8/10/12 Rounds (Semi), 3/4/5 Rounds (Bolt) Small/Standard/Expanded
    SMG: 20/28/36 Rounds (Auto), 15/21/30 Rounds (Burst) Small/Standard/Extended
    Pistol: 8/12/15 Rounds(Semi), 6/7/8 Rounds (Revolver) Small/Standard/Expanded
    Tube: 4/6/8 Shells(Shotgun), 5/8/11 Rounds (Lever Action Rifle) Short/Standard/Long

    Again these sizes are split between, concealability, utility, and maximum capacity.
    With mods looking more homemade and simple. Like a Can suppressor, or a scope made out of a soda bottle; you feel me?

    Damn, this is kinda hard without knowing exactly how these'd scale in game so yeah that's literally just all words. I almost gave up halfway through that since that didn't make much sense. Oh well, the idea is a work in progress anyways.
    Awesome idea!!! I really like your dedication to Rust!

    A modular weapon crafting system would be extremely interesting!

    I will put a link in my first post to your comment to direct people to your post :D.


    @OmegaProjectZ
    Thank u man :)

  31. Post #31

    December 2013
    53 Posts
    How about pet animals that you capture such as wolfs? The pets can be positioned at a certain location to defend (a house, outside your house), they can also help you hunt other NPCs & players, pets can also locate buried blueprints (for which you will need a spade to dig the blueprint out).

  32. Post #32
    Matlas's Avatar
    August 2012
    201 Posts
    I just realized looking at that post I had just posted, I didn't put the cost up for any of the components. Well each would be easily found, researchable, and come as blueprints, however to build anything, if you have the components that fit with each other you can craft it kinda like how Isaac Clarke can build a gun outta a surgical cutter and a flashlight. What I am saying is you have to learn how to make the puzzle pieces but you but them together as you see fit. Dig it?

    Awesome idea!!! I really like your dedication to Rust!

    A modular weapon crafting system would be extremely interesting!

    I will put a link in my first post to your comment to direct people to your post :D.


    @OmegaProjectZ
    Thank u man :)

    Yo man, thanks fella I appreciate the feedback.

  33. Post #33

    December 2013
    66 Posts
    How about pet animals that you capture such as wolfs? The pets can be positioned at a certain location to defend (a house, outside your house), they can also help you hunt other NPCs & players, pets can also locate buried blueprints (for which you will need a spade to dig the blueprint out).
    Humm, I like this idea, however it would require some major dedication to tame an adult wild wolf; otherwise nigh impossible. I have a suggestion for this below.

    If the developers create the ability for the real Animal AI to have pups (idea #9), then it would be plausible in my immersion set mind hehe :).
    Example: Adult wolf pack breeds, they have a litter, you kill adults and pick up the wolf pups with your crafted cages!



    I just realized looking at that post I had just posted, I didn't put the cost up for any of the components. Well each would be easily found, researchable, and come as blueprints, however to build anything, if you have the components that fit with each other you can craft it kinda like how Isaac Clarke can build a gun outta a surgical cutter and a flashlight. What I am saying is you have to learn how to make the puzzle pieces but you but them together as you see fit. Dig it?




    Yo man, thanks fella I appreciate the feedback.
    I most definitely dig it, that sounds fantastic.

    I sent u a private message btw, check it out :).
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  34. Post #34

    December 2013
    67 Posts
    2. Add real star systems at night for navigation.
    -Most specifically the north star, big dipper, and little dipper.
    -Galaxy center would be beautiful at night, considering how dark it gets!
    -Navigate like the olden days, yeah!
    I vote for this, and perhaps a seasonal system to go along with it? the stars would rotate based on what season it is. also, that means we could talk about winter, and summer. spending summer to prepare for winter? Just a thought =)
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  35. Post #35

    December 2013
    12 Posts
    I see cannibalism. You have my support. +1

    Nothing says "Don't blow up this humble little shack" like a partially eaten head on a pike.
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  36. Post #36

    December 2013
    66 Posts
    buda bumpa

    added some more details/ideas

  37. Post #37

    December 2013
    10 Posts
    Well, if we are talking immersion: Oculus Rift support!
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  38. Post #38
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Well, if we are talking immersion: Oculus Rift support!
    Aw, that would kick ass!

  39. Post #39

    December 2013
    122 Posts
    I wouldn't mind a seeing a few boobs now and then

    I mean seriously, If u guys add naked women to this game, I will be luring the noobie women into my base and putting them to good use <--- The game would be 100x more fun
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  40. Post #40
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    I vote for this, and perhaps a seasonal system to go along with it? the stars would rotate based on what season it is. also, that means we could talk about winter, and summer. spending summer to prepare for winter? Just a thought =)
    I suggested a seasonal cycle, developer MaxofS2D said it wasn't planned and would be too much work to program.