Let me start off by saying:
- It is not available in vanilla Rust.
- I don't know when it will be.
- When we do add it, it'll be balanced.
I could not resist the juicy, ripe, low-hanging fruit that presented itself after finishing the chairs. With all the pieces just falling together I had to see how feasible it would be to create a vehicle, so I tried first with the chair...
Once everything was working in that test, I moved on to implementing it on a vehicle. If we do decide to go ahead and implement it in-game, I'm thinking it'll work like this:
You'll find a broken down car at a radtown, but it will be missing many components to get it running again, including perhaps
some kind of engine part component that has a server limited finite population. That is, say, 15 are active in-game at any given time.
Driving the vehicle will use a lot of fuel, perhaps not even low grade fuel. It'll have a lot of storage, and multiple players can mount it. I'll make sure the driver cannot use all weapons while driving. Either nothing, or maybe just pistols.
As the vehicle drives, it will constantly be calculating a 'break' probability based on distance traveled. When the vehicle breaks, its max speed will slow and you will need to repair it with some components. The more you force it to drive, the more broken it gets, and it'll require more and more to keep going so constant maintenence would be best. Driving off a desi
gnated road will drastically increase the breaking chance, this way people will need to stick to roads unless they drive at a crawl.
How does that sound? This would just be for getting this test vehicle in-game. Keep in mind we have plans for vehicle in 2018...
I'm probably not going to put much more work into vehicles unless the demand is off the charts. There's still loads to do on the roadmap for December! Let me know!