Hopefully some of these ideas will be considered by Facepunch and or a modder so that there would be more for players to dive into.
Link to where Facepunch lists its projects:https://trello.com/b/lG8jtz6v/rust-main
{Contributers}
-BigStankyDank [Flaming Arrows]
-Jaberus [Just going to mark his stuff with a =|= ]
-louXLII [Improved Interactions]
-Vatiox [AI S&R Teams]
*Feedback and additional ideas are welcomed and will be added/modified with credit to those who submit it*
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*This is just an idea for a mod for modded servers*
-Aliens: (I'm not being serious with this, but hey, anything can happen) There is a very rare chance that during the night that your character will be surrounded in a beam of light and brought up into an alien ship. You go through a scene of being experimented on for about two minutes. Afterwards you a dropped back off at where you were taken. There is a chance that you will awaken with a little present, ranging from Fuel Cells to Plasma Weapons. Or you may just wake up with a head ache, and some weird images.
[Rewards]
(Alien Fuel Cells)
Hold 20 units of energy and is used to power Alien Energy and Plasma weapons. Stacks up to 100. At most, player is rewarded with a full stack of fuel cells, the least is 5.
(Energy Weapon)
Energy Pistol: Holds 20 energy and takes 2 per shot. Does 25 damage per shot.
Energy Rifle: Holds 80 energy and uses 4 per shot. Does 30 damage per shot.
Energetic Sub-Rifle: Holds 60 energy and uses 3 per shot. Does 25 damage per shot.
Focused Laser Emitter: Hold 60 energy uses 20 per shot. Does 140 damage per shot. Has a 1 second charge time and a 3 second cool-down.
Focused Energy Blade: Holds 200 energy uses 2 per hit when active and drains 1 energy when active. Does 25 damage per hit. To turn on hit flashlight button, emits a colored area of light that has the same radius of a torch. Also makes a buzzing noise. (Colors are random between weapons. There is no gray/black colors)
(Plasma Weapon)
Plasma Pistol: Holds 40 energy and takes 5 per shot. Does 35 damage per shot.
Plasma Rifle: Holds 80 energy and takes 4 per shot. Does 40 damage per shot.
Focused Plasma Emitter:Holds 100 energy uses 25 per shot. Does 200 damage per shot and has a 2 second pause for charging before it fires, with a 5 second cool down.
Focused Plasma Saber: Holds 200 energy uses 2 per hit when active and drains 2 energy when active. Does 45 damage per hit. To turn on hit flashlight button, emits a colored area of light that has the radius x1.5 of a torch. Also makes a buzzing noise. (Colors are random between weapons. There is no gray/black colors)
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-Ore: I understand how there is already sulfur and "Metal Ore" but maybe down the road change metal ore into Iron, copper, and even tin. That way there can be more variety in tools and weapons (rock> stone tools> copper > bronze > iron > guns (??) )
*This has been confirmed*
Stone Brick buildings: This would allow for stones to be crafted into bricks either when near a furnace (or workbench, not sure).
Metal gates: an upgrade from the wooden gate, more durable. Costs a considerable amount of metal fragments (or iron)
Weapons: Just to spice up the combat of the game besides the use of hatchets, picks, guns, and bow.
-Swords: So this is pretty simple. There would be about one unique sword in each tier (except stone, maybe). The better the material, the greater chance there is to cause bleeding.
-Mace/club: These would give players the chance to injure their opponents, thus making it harder for them to escape. As with swords, the better material used, the better chance for injuring.
-Cross bow: A step up from the hunting bow.
-Flaming Arrows/Bolts: Take your arrow or crossbow bolt, cover it in low grade fuel then attach a sulfur rock to your bow and, wallah! You just got yourself an incendiary arrow! Causes regular initial damage with a persistent damage until treated DOT (Damage Over Time). Got shot with a flaming arrow? Douse yourself with a water bottle/ pale or go for a swim. Flaming arrows have a certain chance of igniting targets on fire and a very minute chance of catching structures on fire.
-Powder Charge: Basically a keg that holds gunpowder once placed. This can either be used for storage or as an explosive. The keg itself will only explode once it reaches a certain capacity and any point before that the keg will only catch on fire and it cannot be interacted with. The only way to ignite the barrel would be to right click it with a torch, there would be a notice that tells the user they have 5 seconds to move away.
Miscellaneous:
-Ai Search and Rescue Teams: Small groups of ai military personal [3-5] that wander the map. Depending on how you play [KoS,Passive] They will either give you items or shoot at you. Bad karma is awarded to those that shoot first and kill. Good karma is awarded to those that either kill after being shot at first, or killing someone who started shooting at someone. (I.e. You get good karma for killing the person attacking your friend if your friend ends up living. Otherwise no karma is rewarded/taken away)
-Improved Interactions: Basically makes it so if you're crouched/prone when looting, you stay crouched/prone. No more assassinating players quietly to give yourself away because you have a preference to be standing when looking through a bag/box
-Emotes =|=: Ever wanted to wave your friends to greet them, or slap them for leading a bear to attack you? well now you can with emotes! Clap, dance, kneel, bow, salute, and do physical exercise! This will provide a little more for those who want to RP.
-Vegetation and Gardens =|=: Don't exactly want to go out and bash bambi's skull in for food? Then find these plants such as carrots, potatoes, apples,etc and become a vegan, or simply become an omnivore. This also gives way to being able to get seeds from these plants to take them back and create a garden! (will take two days for plants to grow). But aside from the helpful foods, why not add some poisonous berries?
-Improved sound =|=: Noise generated by players shooting their guns will either make AI run away (deer,pigs,etc) or attack (bears, wolves,etc)
-Distractions =|=: When being chased by a hostile animal if you run by a pig or deer there is a chance it will run off and attack the deer/pig
-Mob Mentality =|=: Deer will be seen travelling in herds of up to 10. Wolves will travel in packs of 5 at most.
-Baby animals =|=: because, whats cuter than a twitching bambi with an arrow in its face?
-More animals =|=: A large variety of encounters now await you on rust island. From the little lizard to the mountain lion, what will you find? [List of Animals]
Lizards, Mountain Lions, Eagles, Birds, Moose, Elk, Horses (tamable), wild dogs (tamable)
-Weapon Racks =|= : Can't remember exactly where you put your rifle? Or do you want to show of your decked out m4? The Weapon rack comes in multiple forms! Either have a wall mount to show off your prized noob slayer hunting rifle, or a lockable cabinet for storing your guns and ammunition.
-Wall Mounted Lights/Torches =|=: Tired of swapping tools constantly because it is too dark out? Need lighting but don't want a noisy flare that could cover up the sounds of your attackers? Then why not stick your torch in the ground/ on the wall? Using the alternative fire button you can place your torch anywhere there is room for it. It will burn at x0.75 normal rate and can be picked back up.
-Bonfire: want to light up the place? Gather a couple logs and create your own bonfire Standing at 2 meters tall this big boy can't be extinguished will light up the area for you. Good for mass cooking and having ritual dances.
-Chairs =|=: Now you can sit on the balcony of your metal fortress and watch all the people below you running from nature and each other. Perfect for creating a meeting room.
-Desks =|=: Used in conjunction with chairs, create your own meeting room and have a better place to lay your little bags.
-Large Tables =|=: Its like a desk, but, bigger.
-Wardrobes =|=: Instead of throwing your nice cloth vest into a crate with your raw meat,wood, and dirty rocks. Why not place them in a nice wardrobe?
-Carpets =|= : That extra little touch to make you feel more at home. (makes foot steps even quieter) *can only be placed indoors*
-Bear Trap: Ever found a hut that you can't break into because you don't have C4? Want to kill someone but they are hiding in their house until you leave? Well leave them the gift of a snapped femur and some serrated arteries! The bear trap is a moderately priced trap that can be used to setup ambushes at frequently traveled paths that trap the victim until they interact and disarm the trap! Once caught in the trap the victim is injured, bleeding, and immobile until they remove the trap. Initial damage is roughly 20 and the remaining damage comes from bleeding which is constantly applied while still in the trap (so bandaging your leg while it still snag won't help, neither will those fancy doctor packs).
*cannot be placed with 3 meters of a house, has a space of 1 meter between each trap*
-Whetstone: After using your tools for a while, the tend to get a little dull. Use this in combination with a bottle of water to slightly repair your tools (25% per bottle of water used)
Armor:
-Camouflage: Gillie suit set with maximum coverage and movement penalty, and a less covered but no speed reduction set. Now you can Crouch/Prone and wait to ambush people in grass. Full Gillie suit makes it so animals won't notice you until you bump into them, literally.
-Backpacks: Back packs of various sizes act as mobile storage units that can be carried around. When a bag is in your inventory it will also be displayed on your back. There would be a tab at the top like there is for crafting when you are in your inventory so you can open your backpack.You can also store bags in crates but they do not stack.*No more than one backpack can be on person at a time*[Add a 5th slot for backpack]
-Clothing galore =|= : This is a rather big list, but why have bland armor when you can walk around in style?
Sneakers
Combat Boots
Sandals
Jeans
Cargo Pants
Shorts
Tank Top
T-Shirt
Long Sleeves
Bandanna
Straw Hat
Winter Cap
Face Mask
-Metallic armor: Basically adding chain mail, plate armor and other variations before making it to radiation and kevlar.
-Shields: Works in combination with swords and reduces incoming damage from melee weapons by a certain percent and can completely block damage from arrows. Cross bows will penetrate through wooden shields and bounce off metal ones. The round shield will be the cheapest and allows for normal movement with no extra calories being spent. Kite shields are the same but provide more coverage and costs more material. Tower shields provide the most coverage but make you use x1.2 more calories while sprinting and require the most materials.
Modifications:
-Camouflage: Attach some camouflage to your gun so it is harder for people to see your gun. (takes up mod space)
- Fore-grip =|= : Got a little sway in your rifle? Not anymore! (not compatible with handguns)
- 3-9x42mm and 30mm scopes =|=: For those that want to be able to see farther. The 3-9x42mm is perfect for bolt actions and long range rifles while the 30mm provides medium range
-Tiered Silencers =|= : Instead of having one silencer, why not have flash suppressors, sound suppressors and combinations of such. Each with their own quality of suppression!
-Bayonet: An attachment only for rifles. Out of ammo? Use your alternate fire button to slash at your enemies
-Weapon condition: So you have been using your hatchet for a while and now its getting a little dull, so you can't collect as much wood as you used to. Go back to your Whetstone and sharpen it up.
-Improved Melee: Using the alternate fire key with a gun will cause the player to use it as a melee weapon an smack people with it. Using this TOO much and on wrong targets (such as rocks,structures,etc) will cause it to loose 1 attachment and/or attachment slot.
-Gun blueprints would, by default, become even rarer then they are currently and would be a VERY rare drop from crates. This would be same for their attachments and radiation/Kevlar armor.
-Better torches: giving the torches an ability (when right clicked) to use it to set a fire to wooden building and to light camp fires/furnaces (after wood is placed in them). In order to light a wood building on fire the user would have to holding it next to the structure for about a minute or two. The side of the building ignited would burn for one in game day (40 minutes) before it is destroyed. Every 5 minutes it will spread the fire to an adjacent wooden building. if a foundation catches fire, it will destroy any storage container and sleeping bag placed on it. Whenever Hydration and lakes/ponds are added to the map, you can use pales of water to put out a fire. Also catching a building on fire would consume the 2 minutes worth of usage to start the fire (120 points) plus an extra 60 or whatever is left on the torch [thus destroying it] .
-Improved Gunpowder: Do you have too much gunpowder but not enough materials to make bullets? Well now you can equip your gunpowder to create a trail to use as a fuse to any of your traps! Each unit of gunpowder can either make a 1 meter or a small mound.
-Improved fuel: Fuel can now be equipped and poured! Use it leave a nasty ambush trap for someone to walk into by leaving a giant puddle with a trail so you can cook them from a distance. Or shoot an Flaming Arrow at the pull for a more remote activation! The longer you are caught in one of these traps the more damage you take and the worse the DOT is.

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