Advanced Survival System

The overhaul of the Advanced Survival System greatly expands on survival gameplay in comparison to both the core game as well as the previous state of the server with the intention of transforming the survival experience into one with many more layers of depth and immersion.

Below outlines the array of systems our Advanced Survival offers.

## Linear Scaling

Virtually every mechanic in the Advanced Survival System scales linearly rather than only shifting to new bonuses or penalties based on bracketed groups alone. This essentially means that optimal management of a character's various survival-based stats will significantly improve performance and chance of survival in the world. Things like properly managing one's Energy, resting when necessary to maximize Rest Bonus, staying topped up on food and drink, and so on, all play a vital role.

## Complete Vanilla Rust Replacement

The "Vanilla Rust" UI bars and status effects which previously existed on the right side of the screen have all been entirely replaced with this new highly custom system. We therefore kindly ask players to keep an open mind and willingness to learn its ins, outs, and intricacies, as our aim is to offer a whole new experience away from Vanilla Rust (even if of course having some things in common), and our Advanced Survival System serves as a foundation for that new experience.

## Rest Bonus & Comfort

### Rest Bonus

* Represents how "rested" a character is.
* Increases quickly when in 50% or higher comfort, the speed at which it raises scaling with Comfort.
* Goes down naturally over time when not in 50% or higher comfort as well from exertion (anything which consumes Energy).
* Influences Maximum HP (Health Points), Maximum EP (Energy Points), and EP/s (Energy Points per second).
* Provides up to +300 HP / +300 EP / +3.0 EP/s at maximum Rest Bonus (Invigorated) and the same values in the negative when at a fully depleted Rest Bonus (Exhausted).
* Buffs will begin to linearly scale downwards when below 75% Rest Bonus.
* Rest Bonus has a 5 minute "grace period" in which it will not begin to go down once leaving an area with 50% or higher Comfort. This timer resets when re-entering an adequate Comfort area.
* Taking occasional brief breaks with a Campfire when away from home can be beneficial to keeping one's Rest Bonus maximized.

### Comfort

* Represents how "relaxed" a character is.
* Being in proximity of several deployable items provides Comfort such as Rugs, Chairs, Campfires, and more.
* As a new feature, Torches will also now provide comfort (and heat) when lit.
* When above 50% comfort, the following effects will happen:
	+ Rest Bonus will start to go up.
	+ Health will naturally regenerate over time.
	+ Hydration & Calorie Loss will greatly slow down.

## Bleeding & Cripple

### Bleeding

* Bleeding represents how much blood loss a character is experiencing, typically from taking recent physical damage.
* The more a character is bleeding, starting with a Graze, all the way to a Hemorrhage or even going into Shock, offers scaling penalties. The higher the Bleed, the more HP/s (HP per second) a character will lose, as well as HYD/s (Hydration per second) and CAL/s (Calories per second) to try and compensate for the blood loss. If a character loses so much blood that they start to Hemorrhage, their Temperature will also be adversely affected as well, causing potential "combos" of penalties (due to the penalties additionally incurred from poor body temperature).
* This makes managing one's bleeding of paramount importance (and makes Bandages of increasing rarity that much more valuable), whereas before it was merely a small loss of health over time that served as more of a minor nuisance.

### Cripple

* A Cripple effect occurs when a player takes fall damage. A small to moderate amount of fall damage will apply only a very minor Cripple, while a larger amount amount of fall damage can cripple a player for the better part of a minute or even slightly more.
* When crippled, a character is no longer able to sprint for the duration. Additionally, characters will sustain damage over time for the duration (which can be considered cumulative to the damage taken from the fall itself). This makes more acrobatic-talented characters able to shrug off larger falls much easier.
* Cripple also makes characters be more wary of their surroundings and heights they jump from.

## Wetness & Oxygen

### Wetness

* Wetness represents how enveloped in water a character is, ranging from being minorly doused from just dipping one's toes into the edge of a body of water or being out in light rain to entirely drenched from fully submerging into a lake or ocean, for instance.
* Depending on the Biome one is in, Wetness may have negative or even positive effects. When in the Arctic, becoming Wet is usually devastating, as it has an exponential effect of multiplying the already icy temperatures and becoming very cold, even Freezing, as a result, whereas becoming Wet in the Arid may be desirable as a means to cool down, serving as a means to regulate Temperature.
* Statistically, the more Wet a character is, the colder they will be. There is also a relatively minor scaling reduction of EP/s.
* Wetness is removed by two methods:
	+ By reducing one's interaction with ambient Wetness (such as being submerged in a body of water or outside during Rainy weather).
	+ By becoming warmer. The warmer a character is, the more rapidly Wetness will be removed, ranging from slowly if still near-freezing to very rapidly if in a sweltering environment such as the Arid. Additionally, players can sit near campfires and/or use torches to increase their ambient Temperature, therefore speeding up the process even more.

### Oxygen

* Oxygen represents how long a character can breathe underwater for.
* There are three types of Oxygen: Lungs, Diving Tank, and Submarine. Submarines are currently not implemented on our server, but will be in an upcoming Ocean Expansion.
* Once Oxygen is depleted, whether that entails holding one's breath for as long as possible or when a diving tank runs out of supplied Oxygen, characters will drown over time, resulting in -HP/s.

## Hydration & Calories

### Hydration

* How well-hydrated a character is.
* Increases by drinking from fresh water sources such as lakes, water catchers, portable containers, or from consumables such as blueberries.
* Depletes over time due to exertion (doing any activity that consumes Energy).
* The warmer a character is beyond Moderate (30c), the faster Hydration will deplete due to the water-depleting effect heat has on the body.
* As a bonus for being well-hydrated, provides up to -8c Temperature Offset when in the Arid and +4c Temperature Offset when in the Arctic, as well as up to +100 EP when in any Biome.
* Just as staying well-hydrated will provide bonuses, running low on hydration will provide linearly equivalent penalties. If completely dehydrated to the point of being Bone Dry, characters will also start to slowly lose health eventually resulting in death.
* Hydration loss is greatly slowed down when in 50% or more Comfort.

### Calories

* How well-nourished a character is.
* Increases by eating a vast range of food from cooked meat to packaged beans and more.
* Depletes over time due to exertion (doing any activity that consumes Energy).
* The colder a character is beyond Moderate (0c), the faster Calories will deplete due to the effect of being cold on a body's metabolism, with the body trying to compensate by using what stores it has.
* As a bonus for being well-nourished, provides up to +8c Temperature Offset when in the Arctic and -4c Temperature Offset when in the Arid, as well as up to +100 EP when in any Biome.
* Just as staying well-nourished will provide bonuses, running low on calories will provide linearly equivalent penalties. If completely famished to the point of Starvation, characters will also start to slowly lose health eventually resulting in death.
* Calorie loss is greatly slowed down when in 50% or more Comfort.

# Health, Wounded State, and Survival Bonus

## Hit Points

* The amount of damage a player can sustain before they fall into a wounded state and/or killed.
* Gets depleted when taking physical damage (from NPC's or other Players) such as from bullets, arrows, melee weapons, and more.
* Can be increased via the RPG System, Medium or Heavy Armor, Custom Item Stats, and Advanced Survival elements such as Rest Bonus or Survival Bonus.

## Wounded State

* An alternate health state a player will enter into upon taking enough damage to deplete their Hit Points but not enough to fully kill them.
* A Wounded State has its own (minor) amount of Health Points, which if depleted before a player can recover, will result in lethal damage and that player's death.
* A Wounded State can be either crawling or immobile.
* Characters will have a chance to recover from a Wounded State if they are not dealt lethal damage; the chance scaling with the player's Hydration & Calories or if they have a Medkit on their primary hotbar.

## Survival Bonus

* The longer a player stays alive, the higher of a Survival Bonus they will achieve up to a maximum cap at 10 (real life) Hours.
* Survival Bonus greatly increases Maximum HP and Maximum EP.
* This bonus serves as a "reward" for players taking their character's life seriously as well as mastering the art of survival out in the world.

## Encumbrance

Encumbrance differentiates Armor & Clothing into Light, Medium, and Heavy categories by giving each their strengths and weaknesses, allowing players great flexibility, personalization, and diversity in their choices, depending on what playstyle or purpose they're going for.

For the sake of simplicity, we will refer to all Armor and Clothing wearables as Armor, as the more important classifications are the Light, Medium, and Heavy types.

## Encumbrance Variables

The heavier Armor a player wears, the higher their Encumbrance. Below are the four variables of Encumbrance.

* Increased Defense
* Increased HP
* Reduced Damage Dealt
* Reduced Energy Regeneration