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CoolDudeChillin

Contract Based Drug Dealing

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Posted (edited)

Introduce a Contract-based Drug Dealing System
Instead of only selling by turf, players accept contracts to supply a set quantity and quality of drugs for a payout.  
Higher dealing level increases payouts, available contract tiers, delivery range (more houses per night), and unlocks bonuses — while increasing risk and consequences.

Concept Summary (short)

  • Contracts replace/augment turf-selling.
  • Each contract specifies quantity, quality (Drug Level), time window, and target area size.
  • Payout scales with quantity × quality × player dealing level.
  • Higher-level players unlock bigger contracts and more simultaneous deliveries per night cycle.
  • Risk and variability: failed deliveries, police attention, or rival interference reduce payout and reputation.

Core Mechanics

Quantity:
Number of units to deliver (e.g., 5–10).  
Quality:
Required Drug Level (ties to existing Drug Leveling System).  
Deadline:
How many in-game hours/nights to complete.  
Targets:
Number of houses/clients to deliver to (could equal quantity or be split across targets).  
Base Payout:
Starting money amount that is then modified by multipliers.  

Player Stats That Affect Contracts

Dealing Level:
Raises payout multiplier and unlocks higher-tier contracts.  
Delivery Capacity:
Number of houses the player can deliver to in a single night cycle. Increases with level and with equipment/vehicles.  
Reputation / Heat:
Higher successful volume increases heat; failure increases heat and reduces future contract availability.  

 

 

 

Edited by CoolDudeChillin
  • Like 1
Posted

Plus 100000000. Right now the crim rotation is stale. This could be expanded to all current scripts like stores and cars as well. Steal a certain car, rob a certain store for an increased payout to shake things up so it's not hold lab for x time, rob these stores out of the way to prevent getting caught, etc.

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