Team size is the single most impactful ruleset decision for a Rust server. It shapes PvP dynamics, base building, raid economics, and community culture.
Team Size Options
Solo Only
- Maximum group size: 1
- No alliances, no cooperation during raids
- Hardest difficulty, highest skill ceiling
- Smallest bases, fastest wipes
- Dedicated playerbase that values fairness
Duo
- Maximum group size: 2
- Most popular competitive format
- Allows teamwork without zerg advantages
- Balanced raiding economics
- Good for couples and best-friend duos
Trio
- Maximum group size: 3
- Sweet spot for strategic gameplay
- Enough players for role specialization (farmer, PVPer, builder)
- Raids become more viable
- Strong communities form around trios
Quad / Small Group (4-6)
- Allows coordinated gameplay
- Bases get significantly larger
- Raids become dominant strategy
- Requires more RAM and CPU due to larger bases
No Limit
- Clan warfare, alliances, politics
- Biggest bases, most entities, highest resource demand
- Not suitable for small servers
- Creates dominant groups that can push out newcomers
Enforcement
Plugin-Based (Recommended)
Team or Clans plugin with enforced limits:
{
"MaxTeamSize": 2,
"PunishExcessMembers": true,
"AllowFriendlyFire": false
}
These plugins prevent in-game team formation beyond the limit. Players physically cannot invite more members.
Code Lock Sharing (Additional)
Limit how many players can authorize on a code lock or tool cupboard. This prevents "unofficial" groups that don't use the team system:
{
"MaxAuthorizedPlayers": 2,
"MaxBuildingPrivilegeAuthorized": 2
}
Admin Enforcement (Last Resort)
Some rule violations aren't caught by plugins:
- Players cooperating during raids without being in a team
- Sharing base codes verbally
- Taking turns online to mimic 24/7 coverage
These require active monitoring and community reporting.
Community Dynamics by Team Size
Solo Community
- Hardcore, competitive, often toxic
- High skill ceiling creates impressive plays
- Players are self-reliant
- Base designs are compact and efficient
- Offline raiding is devastating (nobody to defend)
Duo Community
- Competitive but social
- Players form lasting partnerships
- Strategic role-splitting (one farms, one PVPs)
- Moderate base complexity
- Better defense against offline raids
Trio Community
- Strategic and social
- Roles emerge naturally (builder, PVPer, farmer)
- Complex base designs
- Coordinated raids are exciting
- Strong community bonds
Hardware Implications
Team size affects server resource usage:
| Team Size | Avg Base Entities | RAM per Player | Recommended Plan | |-----------|------------------|----------------|-----------------| | Solo | 200-400 | 50-80MB | Sulfur (€20.50) | | Duo | 400-800 | 80-120MB | Sulfur or Fuel (€24.80) | | Trio | 600-1200 | 100-150MB | Fuel (€24.80) | | No Limit | 1000-5000+ | 150-300MB | Building Plan (€30.90) or Hammer (€41.80) |
Larger teams build bigger, use more entities, and require more server resources. Space-Node's Rust plans scale from solo-friendly to clan-sized servers.
Choosing Your Limit
Match team size to your server vision:
- Want competitive, skill-based gameplay? → Solo or Duo
- Want strategic teamplay with manageable communities? → Trio
- Want epic politics and large-scale warfare? → No limit (with strong hardware)
Put the team limit in your server name. Players search for their preferred format - make it easy to find yours.
