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branning12

Different Approach on Drugs

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Thinking back to SAMP, I remember one of the major things with street gangs was drugs. Every separate 'hood always had those guys working a block. Selling them to players, because it gave a benefit. Of course you had the smaller guys, trying to make a living off growing/manufacturing their own stuff and selling. 

I wish we could bring something similar to this server, it would take out the extremely risky/guarded drug labs, and most certainly take out the grindy feeling of making drugs and finding a point to sell them to.

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4 minutes ago, alexalex303 said:

This suggestion would be a lot more complete if you detailed what the benefit was.

Not too sure if it would translate over well due to the servers being very different.

However, marijuana would give the player health back and cocaine would boost armor up by a very small amount. A large quantity would not only get you addicted and need to consume more, but eventually give you enough armor. 

Not saying they have to mimic this, just giving an example. 

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in SAMP drugs boost and gains some armour. but its unrealistic you know xD. maybe drugs can make us stronger if we use it, like when we got shoot its only cause a little bit damage from the bullets. and make armour can get imported by official gang or from crafting.

Edited by Revelt
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11 minutes ago, Revelt said:

in SAMP drugs boost and gains some armour. but its unrealistic you know xD. maybe drugs can make us stronger if we use it, like when we got shoot its only cause a little bit damage from the bullets. and make armour can imported by official gang or from crafting.

Exactly, and would add more RP all across the board and remove the craft-to-static point feel of the current system. 

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Drugs used to have benefits like the ones you bring up, some still do bring minor benefits. However these were removed.

I do agree that there should be further enticement to sell drugs to other payers instead of a scripted drop off. However both options should still be available with equal rewards in relation to the risk/work required. 

A rework for the current drugs & labs is already undergoing development. This will solve many of the issues commonly risen on the forums. 

Edited by CallumMontie
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19 minutes ago, CallumMontie said:

Drugs used to have benefits like the ones you bring up, some still do bring minor benefits. However these were removed.

I do agree that there should be further enticement to sell drugs to other payers instead of a scripted drop off. However both options should still be available with equal rewards in relation to the risk/work required. 

A rework for the current drugs & labs is already undergoing development. This will solve many of the issues commonly risen on the forums. 

Will be awesome to see an updated system 👍, not to completely discredit the current neither. The recipes are a neat feature.

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just remove the drop off for drug locatons, and get rid of the /me throws drugs at the wall and somehow gets paid in clean unlaundered bills which can go straight into ban account.

The drugs system is terrible, it has no rp, no immersion, no exciting gameplay and requires no skill.

Once drugs are complete, they are they taken to a brick wall (again no rp) and sold 

you then receive clean money (no need to rp cleaning it) and you just put it straight into the bank. 

remove the drug drop off locations, forcing players to have to sell to other players to make money. 

as it stands now, drugs is all about rocking up to labs, running back and forth in a field for a little while then dropping drugs at nothing and being paid in cash 

1. times drop offs, come back later
2. clean the dirty drug money
3. only have 1 drug drop off if you have to have any (forcing rp interaction for others) 
 

the entire drugs system is broken, the very first stage, the crafting stage promotes stake out and ambush RP, thats about it. 

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