Jordan Posted March 31, 2025 Report Posted March 31, 2025 (edited) Im sure everyone by now has played or at least heard of the game "Schedule 1" but if you haven't its basically a game about being a small time drug dealer that deals in different strains of weed but eventually as you level up you get more drugs you can produce. Now obviously this idea isn't original in anyway but this concept you're about to read is inspired by Schedule 1 and the pre-existing drug system. I'm aware that a lot of what im proposing is a lot of work, and if it were to be implemented it'd probably be done differently, but with that being said here was the idea I was able to come up with: New Drug Production Methods The system as it stands currently is pretty basic, and offers little roleplay, and little interaction between criminals/criminal factions beyond fighting or trading for drugs to fuel turfs. This idea would serve to extend the process needed to produce drugs and thus it would be a new system to learn which: A - Provides more RP between criminal factions in order to learn the new process & B - means there would be more things needed to produce said drugs, perhaps the ability to import these things similar to the original Drug tables and vents? Different drugs would require different equipment to make, the larger the product's price, the more expensive the tools needed would cost, similar to buying a toolbox it would be a long term investment. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Weed The simplest drug to produce, essentially all you would need would be: Rolling paper, weed plant, and a table to roll it on. This one would remain mostly the same, I believe in order to have a healthy system implemented into the server we need to keep particular things that already exist so the gameplay loop doesn't change TOO much. Keeping this the way it is now would mean crims still rotate labs for growing and picking plants, as well as needing tables to roll blunts onto. Strains People who smoke weed IRL are no strangers to different strains of weed: Indica, Sativa, etc each strain gives you a different high, like Indica for instance is known for a more relaxing feeling, while Sativa is known for boosting productivity. Introducing strains would mean creating individual effects for different strains similar to how Steroids, Weed, and Crack etc give you differing effects. For instance: Indica would provide the focus boost needed for lockpicking that currently exists for blunts, while Sativa would provide a smaller boost for speed. All while Hybrid strains would provide a boost to both at the cost of a higher percentage of failure to produce (More on that later) and also yielding a more expensive sale. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- For meth it would be a simple overhaul, this would need to be produced privately in an apartment or an illegal property provided by Cartel. This would mean that criminal factions would be the main pushers for drugs like Meth, Coke, etc. This is more realistic and means solo crims have more reason to interact with factions. You would need a couple of things for meth, we could probably keep the same ingredient system just so (again) we keep some of the mainline gameplay loop. The difference would be in the production itself. We could create more ingredients and re-introduce the hazmat suits (already implemented) when producing meth as now it would be done in an interior. Meth would require different materials and wouldn't be done on just any table. The idea is you'd need things like flasks, ingredients, and a ventilation system along with a hazmat suit. The production would work like a mini-game more than likely the same one we have for everything the classic skill check but it would work more like Dead by Daylights skill check where you don't know when its gonna happen and it just randomly pops up so it means you have to be focused. Quality This would be the meth equivalent to "Strains" better quality would yield a higher price, and better/long lasting effects. Meth would remain largely the same with the exceptions of quality. Inspired by Breaking Bad from best to worst: Blue>Pure>Cloudy>Dirty (potentially more) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Brief Explanation I wont go into more detail with other drugs to keep this suggestion relatively short but essentially stuff like Heroin would require needles, and other ingredients. Hopefully with this entirely imaginary and fake update each drug would get their own icon instead of just the classic bag of money that is the current asset used for drugs along with items used when using the "Hand over" feature. Roleplay And finally the reason I wanted to make this concept: The roleplay. Previously I was the leader of a faction (Waterfelons) and part our lore was selling CLEAN drugs. Now im in a faction that's lore is being hood rat drug dealers, but obviously with the current system that is all hypothetical because drugs are drugs, and you are 90% of the time selling to NPC dealers that take your drugs, they cease to exist and you get cash. Its quite simple and only really a way to make money and get the upper hand in a fight. This new hypothetical system would provide SO MANY avenues of roleplay. An of example I thought of while writing this: A faction is the lead producer of Weed. For this example lets say Black Corp. Some solo crims are looking to get their hands on some blunts, but they can only produce very simple strains of weed so they don't get long lasting or desired effect. They would be incentivized to make some sort of deal with Black Corp. Demand = Roleplay & Profit. Now obviously we'd keep the base system for selling drugs to dealers for those people that like grinding but for factions whose roleplay stems from a lot drug dealing: (I.e - OTF, Black Corp, Waterfelons etc) would have more chances to roleplay drug sales. Additionally you could introduce specific equipment only certain factions have access to, such as previously mentioned: (vents, cooking kits, flasks, burners, papers, filters, seeds) If we want to keep the same gameplay loop we could re-vamp labs to be for different drugs in the form of "Public Trap Houses" houses like "Grandma's Lab" would be places where you can have access to that equipment, at the cost of fighting for it. Currently I realize there are a few problems with how this works, such as: Beyond RP what incentive do factions have for buying drugs from crims or vise versa, the prices would virtually remain the same depending on the produce. Maybe gangs would buy at a slightly higher price because they want to boost the price with other drugs? Im not really sure. Also, a new system means a lot of figuring stuff out, and with that comes a bit of frustration and I can already see the "Why not keep it the same" comments from a mile away. Ultimately this suggestions serves as a very basic idea for more roleplay to be introduced to the server. That's all I got really, again I know this is a very basic idea, but I'm hoping this can turn into an active discussion where people bounce their ideas off of others in hopes to get some sort of new system implemented because as previously stated the current system is incredibly basic and offers very little roleplay. Edited March 31, 2025 by Jordan 2 Quote