oXYnary posted this link (http://facepunch.com/showthread.php?t=1441897) in which the host talks about why survival games are all KOS because the players themselves have no meaningful value to each other. This got me thinking and I came up with a few ideas...
Skills:
A skill system should be implemented that covers activities such as cooking, butchery, woodcutting, woodworking, carpentry, first aid, mining, smelting, fishing, tailoring, and so on. The more skilled you are at something the better, faster, or more efficiently you would perform the related actions. You might gather more resources per hit or craft items faster and at a lower cost, for example. Players would also have a menu (most likely only while dead) to adjust some sliders or allocate a fixed amount of skill points like you would in an RPG. This is common in many games but in order to keep things fair my system would have an important difference. The skill points you allocate would not change your skill level but would instead change the RATE at which you learn that skill.
All players would start with all skills at level 1 and then over time and/or with use those skills would slowly improve until eventually all players would have all skills at level 10. Everybody has all of the skills at all times and all of those skills start at level 1 and end at level 10. Nobody is ever restricted or limited from doing anything and nobody is ever at a permanent advantage or disadvantage. The difference is simply but significantly in how quickly your character improves their skills from level 1 to level 10.
The exact time scaling would have to be determined by testing but it would be slow enough that most of the players would rarely if ever reach level 10 for all of their skills. Most players would on average be at a mid-point in their progression where they might be good or great at some skills but bad or horrible at others. The difference in skill levels also does not need to be linear to equal for all actions or items. Gathering wood by hitting a tree with a rock is a fairly simple task and there probably wouldn't be a big difference between level 1 and level 10 woodcutting skill (or whatever skill is applicable). On the other hand crafting a machine gun is a complex process and the crafting time and resource requirements might have a significant curve. Lower skill levels might be slow and costly enough that it's usually not even worthwhile and there could be an increasingly large improvement even at the highest levels that really rewards players who focus on these skills and stay alive long enough to fully develop them.
The important thing in all of this is that although you don't NEED other players it would be beneficial to work together. What does it matter though if everyone will eventually get all their skills to level 10 anyways? That's where death comes in...
Death:
When you die you would lose some or possibly even all of your skill progression. It's a temporary setback but it's one that hurts. It takes time and/or effort to regain those skills and it's far better to stay alive and avoid the loss entirely. Yet at the same time if you do get killed (which has been known to happen in this game) it's not the end of the world. Things might be slower or less efficient for a while but you can still do everything.
It sounds like this could be abused but there is one other system that needs to be considered. Death is of course forever linked with life and health...
Health:
Taking damage would work the same way that it does now. Your HP is directly reduced and if it reaches 0 you die. One thing that would change in a significant way is that you would no longer be able to heal yourself (or anyone else) to recover HP. Players would ONLY be able to recover HP naturally over time. Getting wounded in a fight (even if you win) or mauled by a wolf is suddenly REALLY bad. You're that much closer to death and all you can do is wait. It might be a while too. The rate at which you recover your HP would be based on your general health status and it would be slow.
Your general health status would be another bar or indicator next to your HP bar. Your health status would range from Excellent all the way down to Dying. It represents how generally healthy and fit you are over a longer time period (as opposed to your HP which is your immediate life). This status would be adjusted by things already in the game such as Hunger, Thirst, Cold, Wet, Bleeding, Diseased, Poisoned, Radiation, Medicine, Wounds, and so on. These factors would retain their different intensities (Cold vs Very Cold, Hungry vs Starving) and could even amplify each other (Cold AND Wet or Hot AND Thirsty are much worse than any individual factor). They would also not just influence your general health status but could have immediate and direct effects on your HP. For example being very cold might quickly reduce your health status but would not directly effect your HP whereas if you are bleeding it might have a very minor effect on your general health status but a very immediate and direct effect on your HP.
The biggest impact is simply that the healthier you are the faster you recover HP. Alternatively for increasingly bad health you might lose HP until you eventually die.
Result:
So what's the point of it all?
To start with the health system makes it far more difficult to stay alive. The environment becomes your primary enemy. This is supposed to be a survival game after all. Maintaining good health will be difficult. If you don't maintain good health you don't heal. If you don't heal you die. If you die you lose your skill progression. If you lose your skill progression it becomes difficult all over again.
Staying alive and staying healthy become primary goals of the game. Working together is a good way to accomplish this. You always have all of the skills and abilities but most of the time you'll only be good at some of them. You can still solo but it will be slower and more difficult. Working with other players will speed things up and make it easier. Other players will have value to you. Not just for the loot that their carry but also for the things they can do for you.
Of course this is still Rust. Sometimes working together isn't the best way. You can still raid houses and take what you want. You can still kill anyone at any time for any reason. There is no penalty for doing so. Fighting other players will be more difficult because you can only heal naturally over time but if you're good enough you'll survive.
This would all have to be balanced of course but I think it could work. At least the health system if nothing else. I'm sure there are flaws in this system or additional improvements that could be there's bound to be something useful in here. What do you guys think?

Register
Events
Popular
More
Post #1


Disagree x 1

Agree x 1
Dumb x 1
Artistic x 1
