Got a neat idea for the whole 'survival' bit, a few mechanics to make ends meet and a way to start some nice, juicy conflicts.
Mmm, conflicts.
At the beginning of the game, when you're dropped on your ass in the middle of the cold, unforgiving... unforgiving place, you kinda 'roll' for supplies, gear, and other things you will need outright: you will never actually 'fail' this roll, because you're always at least able to make a campfire and defend yourself from lions/tigers/bears, but no survivor will (start) the same way because that would make it boring. Plus, everyone likes killing the well-equipped fellow to get his stuff, so that could raise some conflicts too.
In addition to that: an 'intimidation' level system.
Put simply, a way to show the world that you are a gigantic loving bad-ass, and they really shouldn't mess with you unless they're feeling really damn lucky
I imagine it would work somewhere along the lines of your equipment and the amount of kills you've amassed, minus the amount of deaths you've gotten (multiplied by some number, given the fact this is a survivalRP), so newbies have a general idea of who to pick a fight with and who to run from screaming; A player's intimidation level could by the color of his name. A more intimidating player would have a really deep red, as opposed to a less intimidating one's bleach-white color.
In ADDITION to THAT, to back up the idea of 'the point of the game is to not die', we should make dying actually be something to avoid: I'm thinking massive respawn times? Maybe everyone could respawn in 'waves', which occur every 10 minutes, to simplify forcing respawns. You know, for when there's a raging starfish spawnkilling people for the hell of it or something.