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New XP levels


laffett

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I find in a squeeze sometimes the guns are a little unruly. 

some of these guys kick like a mule, sending your aim into the stratosphere after just one shot. which really doesn't help when you've got a shotgun wielding scientist in your face.

I propose some sort of Combat XP system, just like how gaining levels in mining gives you extra ore when you mine, make it so that the more headshots you get, the smoother the guns operate. The faster the reloads, the less they kick.

but yes this here is for the PVE servers.

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On 6/14/2021 at 2:32 AM, NaCl said:

 would be pretty cool if certain item crafting was locked behind progression instead of just speedrunning Workbenches.

That would be cool, maybe new levels of the same gear. You could build a better muzzle break which has less negative downsides but only when you've gotten better at guns. Then when you've maxed out guns you could get no downsides.

You could do the same thing with the other levels as well.

You could make a better smelter if you maxed out your mining, a better axe or even a more efficient wood burning system. A charcoal producer that is both fast and gives you nearly a 1 for 1 wood to charcoal ratio.

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  • 2 months later...
On 6/16/2021 at 5:05 PM, laffett said:

That would be cool, maybe new levels of the same gear. You could build a better muzzle break which has less negative downsides but only when you've gotten better at guns. Then when you've maxed out guns you could get no downsides.

You could do the same thing with the other levels as well.

You could make a better smelter if you maxed out your mining, a better axe or even a more efficient wood burning system. A charcoal producer that is both fast and gives you nearly a 1 for 1 wood to charcoal ratio.

Anything that has to do with adding or changing certain in-game item would be a suggest to Rust Devs and what do mean by "negative downside" and what kind of downside? 

 

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