1. Post #1
    spiritchill's Avatar
    November 2014
    197 Posts
    There are two types of raiders
    1. the raider who loves the challenge of breaking into your near unraidable base. They break in, steal a couple of reward items and leave under the cover of secrecy. Their reward is that they beat your secured base.
    2. the raider that is too lazy to get any items on their own, breaks into your base, steals everything and destroys everything in their path. They only want to crush you and move onto the next.

    Right now, raiding is on hold due to the difficulty of breaking down the walls. I like this and sense this is by design.

    Why?

    All raiding should be done through the doors: I liked in legacy the complex bases where you had to strategically navigate a maze of doors and find the loot. These bases were not unraidable but damn difficult to reach the STASH. Several videos clearly show the excitement of the raider(s) finding 'the stash' after large C4 expenditures to doors.

    Lets make the Door Raid exciting....

    1. Door Traps (see other posts): If most raiding is to be done through the door, then the excitement intensify with the door trap. If they are expensive, you would not know where they have been strategically placed.
    a. Door traps that destroy you and steal your goods would be nice
    b. Door traps that continuously damage and auto reset to damage again until destroyed. They could repeat their damage based on a given supply of arrows, spears, knives or napalm
    2. Electrically charged doors or floors that you activate on logoff (Deactivation) or hiding in your base.
    - You must place them outside of your sleeping(Deactivation) area or you will also get electrocuted.
    - They must be deactivated before leaving the base or travelling within the base. This would allow for raiding until your return or until they are set again.
    - They can only be activated from the inside.
    - Of course damn expensive to build and to keep running (lots of fuel required to run)
    3. Infection zones in your base. Raid at your own peril or if you feel your clothing protects you enough.

    One thing I really enjoy about 'Early Access Games' is game development. The option to contribute to the growth of the game, like getting a new game each week/mth. Facepunch gets this in spades. blah blah blah
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  2. Post #2

    February 2014
    5 Posts
    Very interesing. But if we actually add all these stuff in the game you're gonna have to also create a big raiding kit. I like the approach. raiding a base shouldn't be on a random wack, If you actually wanna raid a base, you should plan it, hell, maybe trick the owners into letting you in to borrow something from them to see the inside.

    Infection zones one sounds ridiculous and stupid tho, don't know why you would build inside an infection zone or have an infection zone inside your house, unless you have an extension that leads to an infected zone and you stash your goodies there, therefore no one would actually risk it.

    However, these stuff would actually make raiding super hard, and too hard, you have to realize that not everyone has the brains to plan such scheme, like a pressure plate that when pressed shoots arrows and all, I dunno, sounds difficult, specially when raiding in rust has to be very swift or else you're gonna have every fresh spawn storm the raided area and steal everything.

    Nicely put tho.

  3. Post #3

    November 2014
    86 Posts
    Here's where I'd like to see raiding play out:

    1. I'd like it to be damn near impossible to knock down walls (and doors are pretty tough as well) with hand tools so that ambushing the base owner is the more sensical path to achieving access to the base; this brings back PvP instead of the PvE that raiding has evolved into (i.e. wait until server empty, leave weight on mouse button). Of course, the code lock needs to go away, but I don't think it fits in with the tech level anyways, and knowing you can jack a base owner for his key while gathering resources is a fun, worthwhile experience for both players.

    2. I'd like to see siege weapons introduced, like a two-player battering ram to knock down doors. If two guys are working together to raid, it's a win for the game and is another step towards reinforcing the multiplayer aspect of the game.

    3. I'd like advanced structure upgrades to require two players as well. Why not have two players raising a metal wall or door? Seems entirely plausible and again, would add a fun co-op/trust aspect to the game. "Want to build a virtually impenetrable base? Find someone to help you first... and hope they don't jack you when you're not looking". Mechanically it wouldn't be that difficult: have the second player authorize on the cupboard and have to be in the vicinity of the wall to accomplish it.

    4. C4 should be expensive and difficult to use, but highly effective if mastered: i.e. use too little? Doesn't do enough damage to the wall; use too much, could blow up a storage box (and all contents) in the process.

    5. Finally, I think a simple means of burying a storage box would help protect some of the man-hours some people invest in the game. If your base gets jacked and you get killed, at least you can find your stash again... unless someone else finds it first.

  4. Post #4
    rbZero says I'm the Troll King
    mrknifey's Avatar
    April 2014
    1,824 Posts
    i think if walls etc had significantly more health than the equivalent door/window bars it would encourage exactly that; door/window raiding. it should be easier to break in via a door or window, because they aren't as structurally sound, or in the case of a door, need to be able to open and close.

    traps are a must, in various forms. bear trap would be good to see working, and pits, bowtraps and deadfalls would be awesome. automatic resetting traps i'm not convinced on though, mostly because i'm not sure HOW you would achieve that in a primitive sense.

    i'd love multiplayer tasks, such as siege weapons, but i would also want those possible for the solo player; albeit less effectively. a single player should be able to push a siege weapon slowly across the map, and for every player helping, that siege weapon should move faster, set faster etc.

    lastly, i would personally see c4 only found, and a more primitive big explosive used for general population raiding. i would also love to see it have random explosive potential, so one might barely have enough oomph to blow the door, and another might wreck the whole base.

  5. Post #5
    spiritchill's Avatar
    November 2014
    197 Posts
    Here's where I'd like to see raiding play out:

    4. C4 should be expensive and difficult to use, but highly effective if mastered: i.e. use too little? Doesn't do enough damage to the wall; use too much, could blow up a storage box (and all contents) in the process.

    5. Finally, I think a simple means of burying a storage box would help protect some of the man-hours some people invest in the game. If your base gets jacked and you get killed, at least you can find your stash again... unless someone else finds it first.
    I like these ideas, but I would not like doons going around blowning up my base. I want some way to protect my base like electrocuting the buggers :)

  6. Post #6

    November 2014
    86 Posts
    I like these ideas, but I would not like doons going around blowning up my base. I want some way to protect my base like electrocuting the buggers :)
    C4 was in Legacy; I don't think anyone really wasted it blowing up entire structures (never played, but watched a few videos of raids).

  7. Post #7

    February 2014
    61 Posts
    C4 was in Legacy; I don't think anyone really wasted it blowing up entire structures (never played, but watched a few videos of raids).

    Ya but I can't get through a door now by myself. At least I could spend time hacking down a wall or door before.

  8. Post #8

    November 2014
    86 Posts
    Ya but I can't get through a door now by myself. At least I could spend time hacking down a wall or door before.
    Again, it's probably a bug: there will be a balancing for sure. Would be amazing if the devs would actually communicate these changes to us instead of just shatting out a slew of patches with no explanation as to why things are changed.

    I think much weed is consumed over in the FP dev land: I think they do it for the giggs.