1. Post #1

    December 2014
    50 Posts
    It's interesting to me that this community hasn't had a bigger push for vehicles. (before you continue reading, know that this is a discussion on vehicles and how they will work in Rust)

    I mean not that I don't understand it, Rust has never had vehicles (except for that brief time the car was loose on the alpha alpha last year) and it's never really needed them with how the maps have been.

    I've seen a few threads about it here and there, but nothing really pressing. Even in the threads about upcoming content and the recent "what are you waiting for?" thread it hasn't been brought up.

    But now that the maps are expanding, and the populations are becoming more distributed, exploring is becoming a really powerful thing. When my server gets wiped (which is pretty frequently) the new seed makes for a full and expansive exploration experience. Among the first things to come out of the "future" section of the mindmap should be the vehicles. More specifically would be personal vehicles.



    Crafted vehicles like this would make this game so much more exciting and accessible.

    I imagine the first iterations of vehicles will be something you craft like anything else, but much more costly, maybe 50k wood and 3k metal frags, and once its crafted it can be hotkeyed, and placed in the world like a foundation. But can be mounted and from that point on is part of the world permanently.

    >>>But it would make more sense for the player to have to find a blueprint for a unique building part, like a lift or table that can be placed like a furnace or cupboard.



    ^^^^ something like this. The purpose of this would be solely to create the personal vehicle. (this example obviously a motorcycle)
    How this would work is you'd place the lift, and from there you'd piece together the various sections of the bike. Wheels, chassis, motor etc. And each one would require different materials and time to craft. This would put serious value behind it and also make it feel much more grounded and real.

    What do you boys think
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  2. Post #2
    Thor-axe's Avatar
    July 2014
    612 Posts
    They are planning on adding a work bench, and they are planning and breaking things down into tiers (wood, stone, metal, etc) so I think its safe so assume there will be different tiers of workbench that you are required to meet before having access to things as INCREDIBLY luxurious as a vehicle. Lets just hope that maintaining a vehicle has a high upkeep cost that only the most successful survivors can hope to keep going for long.
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  3. Post #3

    December 2014
    50 Posts
    They are planning on adding a work bench, and they are planning and breaking things down into tiers (wood, stone, metal, etc) so I think its safe so assume there will be different tiers of workbench that you are required to meet before having access to things as INCREDIBLY luxurious as a vehicle. Lets just hope that maintaining a vehicle has a high upkeep cost that only the most successful survivors can hope to keep going for long.
    That sounds good then, I dont think vehicles are really that luxurious at this point. It'd make sense to me for someone to have a motor powered vehicle rather than something as complicated as a thompson. I feel like they're on point in terms of sophistication.

    But also vehicles would be destroyable jsut like everything else. and obviously, repairable too. But with how this snazzy key lock system is currently in the works, it would be really cool to see a bike sitting outside a rad town, and then sneak around looking for the driver, blast him take the key and drive off in it

    So vehicles would be difficult to maintain, but yes you're right they would be as fragile and as much of a commodity as they are in reality.

  4. Post #4
    Thor-axe's Avatar
    July 2014
    612 Posts
    Thats a pretty good point. I hadn't considered the risk of losing keys for it. I do think vehicles should be very limited. The biggest and best vehicle should be a small little tin can car. I'm interested in the possibility of people owning those small little personal choppers you see in Far Cry 4, but beyond that flying would be too good IMO, and needs to carry a big risk with doing it.
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  5. Post #5

    January 2014
    445 Posts
    Not getting into the whole realism of crafting vehicles, but a simple bicycle would be damn easy AND plausible. Make travel time 25% - 50% faster than sprint speed, and you've got a tool that improves exploration with making a MASSIVE change to the game dynamic.

    The problem with vehicles in general is that if you start bringing fast movement into the game, the spawn points become total bloodbaths. At least if someone is railing you with an arrow or Thompson you can duck / dodge / run, but when speed goes out the window I can see it being a major pain.
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  6. Post #6
    Thor-axe's Avatar
    July 2014
    612 Posts
    If vehicles had the chance of exploding when shot correctly, or at least catching fire, there would be a valid risk to riding them near possible gun fire, even if you are flying in the air in a helicopter, the risk of gunfire will always be enough to make using a vehicle equally as risky as it is rewarding.
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  7. Post #7

    December 2014
    50 Posts
    Thats a pretty good point. I hadn't considered the risk of losing keys for it. I do think vehicles should be very limited. The biggest and best vehicle should be a small little tin can car. I'm interested in the possibility of people owning those small little personal choppers you see in Far Cry 4, but beyond that flying would be too good IMO, and needs to carry a big risk with doing it.
    I get where you're coming from with that, because I don't want it to become a game where vehicular combat rules and the man-on-man action is gone.

    But at the same time there's a significant potential for vehicles in this game. Now as much as I've reread the mindmap, I see "siege" vehicles listed on their. As much as it'd be cool for the player to have a balista style vehicle what my mind first went to were tanks.

    And that gave me a bad reaction at first too, but if you consider it as I have, where vehicles become this massive end-game journey, that requires serious planning and investments, you can come to terms with the reward vs the work. (and also the power vs the balance)

    When i tossed the idea out of having a workstation craftable object like a lift, I hadn't really thought the whole idea through. But that makes perfect sense for vehicles. Anyone could craft the lift, and it'd be this cool and rare blueprint that really holds significant commodity value. Maybe day 1 you know you want a tank, so you start assembling the parts but for days you can't manage to get the blueprint for the lift, so you have all the pieces to the puzzle, but no final piece to finish your tank. But the lift is useless unless you have the time, resources, and nuts to go out and bring back the parts you need to build up something as crazy as a small helicopter, or even a tank. And there's still that very emergent reality that all your work could be lost through having this massive project stolen, or even destroyed

    Edited:

    Not getting into the whole realism of crafting vehicles, but a simple bicycle would be damn easy AND plausible. Make travel time 25% - 50% faster than sprint speed, and you've got a tool that improves exploration with making a MASSIVE change to the game dynamic.

    The problem with vehicles in general is that if you start bringing fast movement into the game, the spawn points become total bloodbaths. At least if someone is railing you with an arrow or Thompson you can duck / dodge / run, but when speed goes out the window I can see it being a major pain.

    Speed is something thats balanced later, what matters is allowing the players to create more objects that are of value and hold the potential to create stories and action.
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  8. Post #8
    Thor-axe's Avatar
    July 2014
    612 Posts

    And that gave me a bad reaction at first too, but if you consider it as I have, where vehicles become this massive end-game journey, that requires serious planning and investments, you can come to terms with the reward vs the work. (and also the power vs the balance)

    When i tossed the idea out of having a workstation craftable object like a lift, I hadn't really thought the whole idea through. But that makes perfect sense for vehicles. Anyone could craft the lift, and it'd be this cool and rare blueprint that really holds significant commodity value. Maybe day 1 you know you want a tank, so you start assembling the parts but for days you can't manage to get the blueprint for the lift, so you have all the pieces to the puzzle, but no final piece to finish your tank. But the lift is useless unless you have the time, resources, and nuts to go out and bring back the parts you need to build up something as crazy as a small helicopter, or even a tank. And there's still that very emergent reality that all your work could be lost through having this massive project stolen, or even destroyed

    Edited:




    Speed is something thats balanced later, what matters is allowing the players to create more objects that are of value and hold the potential to create stories and action.
    Ideally, I think vehicle blueprints should come in seperate pieces. This way you have to craft all the PARTS of the vehicle first.

    Imagine if vehicles were so rare that most people on the server had to contact the one guy who knows it to craft it for them. I remember making deals that involved people crafting guns for me that I didn't know back in the days of legacy. This way people who play a lot can develop a job or specialization within the server based on the fact that they play more than others. Its like having capitalism in Rust without doing anything.
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  9. Post #9

    December 2014
    50 Posts
    Ideally, I think vehicle blueprints should come in seperate pieces. This way you have to craft all the PARTS of the vehicle first.

    Imagine if vehicles were so rare that most people on the server had to contact the one guy who knows it to craft it for them. I remember making deals that involved people crafting guns for me that I didn't know back in the days of legacy. This way people who play a lot can develop a job or specialization within the server based on the fact that they play more than others. Its like having capitalism in Rust without doing anything.
    For sure, that's a great idea.

    I also remember those days too. I remember farming hours for the metal door blueprint so i could just seal off my house and go to bed. But I could not. fucking. find it. So I went around to different houses with them asking if i could have them craft me one.
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  10. Post #10
    lordrushx1's Avatar
    January 2014
    242 Posts
    I understand that this is about the physical aspect of vehicles however I digress.
    In Legacy I felt that the scale of the player map was so large that you needed some kind of vehicle,after all there is a road. However...the current non legacy map is just to small to have vehicles. I do not think it is really necessary.
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  11. Post #11

    December 2014
    50 Posts
    I understand that this is about the physical aspect of vehicles however I digress.
    In Legacy I felt that the scale of the player map was so large that you needed some kind of vehicle,after all there is a road. However...the current non legacy map is just to small to have vehicles. I do not think it is really necessary.
    That's a valid argument, but I think if you feel like legacy couldve made use of them, then surely this map which is as big if not bigger than the player spawn area in legacy could pull it off

  12. Post #12
    frank_walls's Avatar
    October 2014
    651 Posts
    I understand that this is about the physical aspect of vehicles however I digress.
    In Legacy I felt that the scale of the player map was so large that you needed some kind of vehicle,after all there is a road. However...the current non legacy map is just to small to have vehicles. I do not think it is really necessary.
    This is a valid point. While a vehicle would be useful and nice to have it isn't that necessary with the current map sizes. I can run across the entire map in just a few minutes. Building a vehicle would be a luxury item I wouldn't waste resources on unless I had nothing else to build.

    However, I'd love to have a little gyro-copter I could land on my rooftop heli-pad.

  13. Post #13
    lordrushx1's Avatar
    January 2014
    242 Posts
    That's a valid argument, but I think if you feel like legacy couldve made use of them, then surely this map which is as big if not bigger than the player spawn area in legacy could pull it off
    To be honest, I honestly do not know the scale spec for the Legacy map vs current Rust map. However, I played Legacy for a LONG time and I remember taking the road and timing it. 45 Minutes to be exact to go all the way around. Current Rust I can go from one corner to the other in about 20 minutes. I could be wrong but the scale seems MUCH smaller in current Rust than Legacy.

  14. Post #14

    December 2014
    50 Posts
    To be honest, I honestly do not know the scale spec for the Legacy map vs current Rust map. However, I played Legacy for a LONG time and I remember taking the road and timing it. 45 Minutes to be exact to go all the way around. Current Rust I can go from one corner to the other in about 20 minutes. I could be wrong but the scale seems MUCH smaller in current Rust than Legacy.

    Yeah I mean, the way the developers are hinting the islands may not get much bigger, only more unique in that each island will be a server. So I'm not sure. But you're right the old map was much much bigger. The island now feels the same size as legacy rust IMO, it just has less dimension and is more flat so it feels smaller. The original rust map was so big it would probably take an hour or two to get from one end to another, and that was pretty pointless, because only about 20% of the map was really "player" territory.

    I think even if you can go from one end of the map to the other in a matter of 30 mins or whatever, it's still significant especially when looting rad towns and when animals become extinct, resources disappear etc (another confirmed feature) that you are able to get across the maps in a reasonable amount of time.

    I also know that not to far back my server was having a really shit mineral spawn rate, not sure if it was all servers, but I would have to run almost across the map looking for minerals and then run all the way back. overall about a 45 minute adventure. If a vehicle was there and it allowed me to make the adventure only take 25 minutes, with the risk of me losing my vehicle along the way, I feel this would have made it all the more enjoyable.

    And with how physics are being worked, vehicles are going to make running in a line much more enjoyable for everyone.

  15. Post #15

    January 2014
    572 Posts
    They need to add booze so we can do some drink driving in to trees and wolves ;)

    Waiting for helicopters myself ;)

    To be honest, I honestly do not know the scale spec for the Legacy map vs current Rust map. However, I played Legacy for a LONG time and I remember taking the road and timing it. 45 Minutes to be exact to go all the way around. Current Rust I can go from one corner to the other in about 20 minutes. I could be wrong but the scale seems MUCH smaller in current Rust than Legacy.
    Well no. That's because server owners are using small seeds. Try a big seeded server and theres no way you're running across it in 20mins.
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  16. Post #16

    January 2014
    445 Posts
    man-on-man action
    #rust