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Outpost Vs Bandit Camp Relationship + Event#4347

As you start, you have no relationship with both. This would create a new meaning inside the game. No longer you’ll be able to purchase a gun in the first hour of the game without increasing your relationship with the Outpost or the Bandit camp.

How we solve this?

Quests! There will be alot of quests to be done in order to help them produce more items, components and weapons to sell. The more quests you do, more relationship you have with them.

the war for resources and components.. aahhh the chaos…

But the Outpost would be enemy of the Bandit Camp. This way you need to choose wisely who you wanna help. When you accept and finish a quest for the outpost, you gain relationship (friend) with outpost allowing you to enter it, however your relationship with the bandit camp becomes negative (enemy)

you’d have a relationship bar. When more to the left, you have good relationship with outpost but bad with bandit camp. The same happen otherwise.

Features

  • Each quest help bandid camp or outpost refil their supply or increasy your relationship.
  • You can only enter the “bandi camp” or “outpost” inner region if you have “friend” status with them.
  • There will be a “Neutral” status gap in the relationship bar.
  • If you have “Neutral” status, then talk to the NPCs outside the inner region to finish quests in order to increasy your relationship with them.
  • “Enemy” status you won’t be able to get close to the monument at all.
  • You lose relationship over time, so if you want to “change side”, just wait until you’re neutral.

Ps.: Imagine this. An event that occur: A war between the bandits and the scientits. The chaos in one region alot of NPCs shooting each other… and alot of players involved since they would have relationship with one of them. After the chaos, i imagine alot of naked like vultures trying to loot the bodies.

5 years ago
8
W

this is a good idea but i just kinda hate outpost.

5 years ago
4

Genius. We really just need things added to the game that hinder progression to fully automatic guns.

5 years ago
5

@watcher Then, if this is implemented, you choose to increase relationship with the bandit camp. I know all the players in Rust likes more one than another.

I’d stick with the bandit camp. :)

5 years ago
3

IMO outpost doesn’t care about components, and probably cares for more niche things, like random stuff you might find in crates (or maybe they want their guns back, or food that grows on the island. Bandit camp would be the one that cares about components and scrap, because ghetto raid tools are exactly what bandits want.

5 years ago
4

@Alphamoonman I get your point.
But if we look this way, the outpost wouldn’t have alot of quests at all. It need to be equal but have diferent quests, without losing a balance of what you are rewarded or what you can buy (in a balanced way)

The idea is to add quests to improve relationship and to help refil their stock. But by “refil their stock” i dont mean by “i bring more Assault rifle to there, then there will be more assault rifle”.

Is more like:

  • The outer area would have quests to give you small change on your relationship to become friend with them. IMO, most of the outer quests would ask you for: food, chocolates and water. In rare cases would ask you for anti-rad pills

  • The inner area would have much more quests. Some would be to refill the vending machines. IMO those could ask you for some components and even refined ores (High quality metal, frag metal, GP, and others)

That’s my vision. The idea of having all those powerful items selling in outpost and bandit camp feels too OP. It should be an item which becomes available when you help with certain quests or a reward for a quest.

IMPOV adding quests and this relationship bar between those two, would open more possibilities for implementations ingame later.

5 years ago
2

@Plínio José Your idea simply converts my thoughts in #2093 to an official quest system at Outpost and Bandit camp.

I like the general idea, but I was hoping for ingame mechanics that encourages creative players to establish a black market system themselves instead of just adding it as content.

As I said in my suggestion:

Vending machines will become more important in this system and it will create a nice black market for higher tier weapons that lower tier players can use, but not craft themselves yet.
Do you take the risk of going into higher tier areas to get some satchels and probably die on your way back and lose them?
Maybe you can make a deal with a group in higher tier areas. You get free explosives to raid your neighbour and gather resources to build your new home and they get 75% of the scrap you find.

It opens up the game so much and brings a level of politics into the game.

The base of your neighbour is growing all day but they don’t farm… Maybe you check the low tier areas if they have some farmers there that sacrifice their own progression to feed the beast. Try to find out when they transport the resources to the main base and destroy the convoy or kill the smuggler.

Sadly my suggestion just got downvoted. I think people missed the complex impacts this simple change could have had on the game.

5 years ago
1

@Yoda1285 impov turning the tier content into areas… correct if i’m wrong, but i understand by reading #2093, that when i get Tier-2, i’ll be blocked from the tier-1 zone. Is that correct?

The problem with vending machine is that depending on what you sell… you turn your base or that vending machine into a target for raid. Now a days, when you place and enable it, you are just saying “Come raid me” (JK, but it is what happen).

players to establish a black market system themselves

This is hard. Specially in Rust. We cannot even trust a naked, because when you turn your back he might put an arrow in your head. Trusting that players would create a “black market” themselves, is hard to believe. Sorry. What you suggested would implicit put too much system rules on top of actual gameplay to force a gameplay path. imho.

5 years ago
1

@Plínio José Yeah, you will have to make a base in the new area and lose the bases in the lower tier area when you choose to learn a higher tier Blueprint or build a higher tier workbench.

You can have bases in higher tier areas at all time. For example a base in Tier 2 or Tier 3 even if you are still in Tier 1 considering your item progress.

Will there be a black market system? I don’t know.

That is why I called Tier 3 Absolute Mayhem!

It depends on the first player/team that reaches Tier 3. They will basically have some kind of control of what will happen next.

If they just destroy every player trying to set foot into ‘their’ Tier 3 area and constantly send them back to the beach there will soon be a larger group of Tier 3 players that is homeless and needs to find a way to conquer the territory in the Tier 3 area.

This will result in people having to finding eachother in lower tier areas to conquer the big boys on the map.

Viva la Revolution!

5 years ago
1

This is the most intelligent conversation I’ve ever seen hear

5 years ago
A

@Plínio José Good damn man. You’re a god! I’ve been playing and i thought this a few weeks ago.

@Yoda1285 i don’t think #2093 is similar to @Plínio José‘s suggestion. Way diferent man. o/

4 years ago
1