CoolDudeChillin Posted November 4, 2025 Report Posted November 4, 2025 (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 November 4, 2025 by CoolDudeChillin 1 Quote
Earl Mud Posted November 4, 2025 Report Posted November 4, 2025 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. Quote