What does this suggestion change/add/remove:
This suggestion changes the core item gain system for D-Class from a luck-based system (random drop from scrap) or using a scrap dealer to a crafting system that uses scrap as a universal resource. It adds crafting benches, an expanded roster of craftable items, and the ability to trade scrap between players. It removes the mundane, random item drops and the limited functionality of the current scrap dealer.
Add: Higher scrap drop rate, crafting bench for d-class items (keycards, weapons, etc), trading scrap and crafted items.
Scrap drop amount and tiered items crafting unlocks alongside D-Class level i.e. D-Class Lvl 1 gets 1 scrap per pile and can only craft prokolot / level 1 keycard and a D-Class Level 50 gets 20-50 scrap per pile and can craft almost all available items (scrap drop amount can be hard capped at a certain level to prevent farming abuse).
Some ideas for scrap amount required to craft items...
Has something similar been suggested before? If so, why is your suggestion different?:
I am not sure if a suggestion like this has been made before, however this proposal is unique because it offers a specific and comprehensive solution centered on a crafting system. It doesn't just ask for better loot, it gives us a new gameplay loop that directly addresses the problems of D-Class stagnation, item scarcity, and lack of player progression by providing realistic, skill-based rewards.
Possible Positives of the suggestion (At least 2):
Encourages consistent engagement by tying scrap accumulation and crafting to D-Class levels, this system gives players a clear progression path. This encourages them to play the role regularly rather than only during specific events.
Creates a more dynamic economy: The ability for players to trade scrap and the introduction of a diverse, craftable item roster would foster a player-driven economy, making the D-Class experience more interactive and less restrictive.
Level 0 players who may be exploiting or hacking can not access higher tier craftables, which means this cannot be exploited by new players. The only way they can access it is if another high rank d class or FailRP player gives them weapons which are outside of their access.
Possible Negatives of the suggestion:
Risk of imbalance: A crafting system could be difficult to balance. If some items are too easy to craft or too powerful, it could lead to a flooded market, devalue certain items, and potentially create a meta where one specific item or items dominate gameplay, ruining the experience for others.
This suggestion changes the core item gain system for D-Class from a luck-based system (random drop from scrap) or using a scrap dealer to a crafting system that uses scrap as a universal resource. It adds crafting benches, an expanded roster of craftable items, and the ability to trade scrap between players. It removes the mundane, random item drops and the limited functionality of the current scrap dealer.
Add: Higher scrap drop rate, crafting bench for d-class items (keycards, weapons, etc), trading scrap and crafted items.
Scrap drop amount and tiered items crafting unlocks alongside D-Class level i.e. D-Class Lvl 1 gets 1 scrap per pile and can only craft prokolot / level 1 keycard and a D-Class Level 50 gets 20-50 scrap per pile and can craft almost all available items (scrap drop amount can be hard capped at a certain level to prevent farming abuse).
Some ideas for scrap amount required to craft items...
- Crude Bow - 50-100 scrap
- Crowbar - 50-100 scrap
- Frying Pan (weapon) - 50-100 scrap
- Prokolot 150-300 scrap
- Level 1 Card - 150-300 scrap
- M9 - 350-500 scrap
- Deagle - 500-800 scrap
- 44 magnum - 600-900 scrap
- Level 2 Card - 700-1000 scrap
- MP5 - 850-1400 scrap
- AR-15 - 900-1500 scrap
- Level 3 Card - 1000-2000 scrap
- TE-5 - 1000-2000 scrap
- Door Charge - 2000-4000 scrap
- RPK - 4000-7000 scrap
- RPG-7 - 4000-10000 scrap
- Ventz M1 Abrams - 50000-100000 scrap (ily ventz)
- Granted some of these are not really feasible, some of these could be craftable with a combination of scrap and other scrap-like crafting specific items that could be harder to get such as scrap+5 pipes/gears/electronic trash... kinda like rust.
Has something similar been suggested before? If so, why is your suggestion different?:
I am not sure if a suggestion like this has been made before, however this proposal is unique because it offers a specific and comprehensive solution centered on a crafting system. It doesn't just ask for better loot, it gives us a new gameplay loop that directly addresses the problems of D-Class stagnation, item scarcity, and lack of player progression by providing realistic, skill-based rewards.
Possible Positives of the suggestion (At least 2):
Encourages consistent engagement by tying scrap accumulation and crafting to D-Class levels, this system gives players a clear progression path. This encourages them to play the role regularly rather than only during specific events.
Creates a more dynamic economy: The ability for players to trade scrap and the introduction of a diverse, craftable item roster would foster a player-driven economy, making the D-Class experience more interactive and less restrictive.


Possible Negatives of the suggestion:
Risk of imbalance: A crafting system could be difficult to balance. If some items are too easy to craft or too powerful, it could lead to a flooded market, devalue certain items, and potentially create a meta where one specific item or items dominate gameplay, ruining the experience for others.
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