Money Printers and Drug Mods

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    • Re: Money Printers and Drug Mods

      I'm going to rewrite some of the ideas that I had here. Told Eassidez about them but I want them written here in case I want to reference what I said. I'm pretty sure he can write these with his eyes closed, but what do you guys think about these jobs?

      Alcoholic - Brews moonshine in a miniature bathtub. Similar to planting. When moonshine is ready for harvest, you grab it and it slows you down by 25%. Bring it to a central vendor (food stand?) who buys and "bottles it" for you. You get money + # moonshine bottles. Moonshine bottles add 10 hp and 25 suit each or something similar. (Get rid of suit from shop seller)

      Chemist - Cooks meth in a whateverthefuck npc. Similar to planting. When meth is ready for harvest: Chance to blow up on harvest and induce one of the "drug" effects on you (heroin, etc). If so, you only harvest half of the drugs from it. Otherwise you get full drugs from it. Sells to regular drug buyer. Should max at 3000+ grams since risk is also much higher. If meth lab blows up, it's still worth as much as a single plant run.

      Rather than having this job be always available, you could have the proposed PICKPOCKET job additionally find an "ingredient" that is required to cook meth. Lets say 50% of PICKPOCKET actions additionally yield 1 of 3 ingredients needed to "cook". This way It's a cool perk from PICKPOCKETING that can yield 3000+ grams (double plant money) but if fails will still yield regular 1500 grams plant reward.

      Counterfeiter - Prints units in an npc "printer". This could be an alternative to slow planting in server downtimes. Have this grow at a constant rate, not scaled like plants. Maybe at whatever multiplier plants grow at with 15 people in server. This way at 6 players, you can scrap planting and print money, at 15 players you can scrap money and start planting. When machine is maxed, it will start to over heat and you'll see: "[RP] Printer is overheating, you have 3 minutes before it burns down". Maybe have money remnants still available to pick up, so not all is lost if you miss grabbing it before the event.

      Feedback?
      [ Team Ajax ]

      The post was edited 1 time, last by polskon ().

    • Re: Money Printers and Drug Mods

      polskon wrote:


      I'm going to rewrite some of the ideas that I had here. Told Eassidez about them but I want them written here in case I want to reference what I said. I'm pretty sure he can write these with his eyes closed, but what do you guys think about these jobs?

      Alcoholic - Makes moonshine in a miniature bathtub. Similar to planting. When moonshine is ready for delivery, you harvest and carry the whole bathub, therefore slowing you down by 25%. Bring it to a central vendor (food stand?) who buys and "bottles it" for you. You get money + # moonshine bottles. Moonshine bottles add 10 hp and 25 suit each or something similar. (Get rid of suit from shop seller)

      Chemist - Cooks meth in a whateverthefuck npc. Similar to planting. When meth is ready for harvest: Chance to blow up on harvest and induce one of the "drug" effects on you (heroin, etc). If so, you only harvest half of the drugs from it. Otherwise you get full drugs from it. Sells to regular drug buyer. Should max at 3000+ grams since risk is also much higher. If meth lab blows up, it's still worth as much as a single plant run.

      Rather than having this job be always available, you could have the proposed PICKPOCKET job additionally find an "ingredient" that is required to cook meth. Lets say 50% of PICKPOCKET actions additionally yield 1 of 3 ingredients needed to "cook". This way It's a cool perk from PICKPOCKETING that can yield 3000+ grams (double plant money) but if fails will still yield regular 1500 grams plant reward.

      Counterfeiter - Prints units in an npc "printer". This could be an alternative to slow planting in server downtimes. Have this grow at a constant rate, not scaled like plants. Maybe at whatever multiplier plants grow at with 15 people in server. This way at 6 players, you can scrap planting and print money, at 15 players you can scrap money and start planting. When machine is maxed, it will start to over heat and you'll see: "[RP] Printer is overheating, you have 3 minutes before it burns down". Maybe have money remnants still available to pick up, so not all is lost if you miss grabbing it before the event.

      Feedback?


      None. I didn't get anything beside the third one.
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    • Re: Money Printers and Drug Mods

      The JOBs all work on the same principle as drug addict.
      A) Create NPC, B) NPC algorithm increases units, C) Harvest maxed units D) Sell units for money/rewards

      Variations of Drug Dealer will add dynamic gameplay. Just an attempt to spice things up. What don't you understand? I'll break it down so you can visualize it.

      Keep in mind these numbers are all estimated. I feel they are quite fair but are open to criticism.

      DRUG ADDICT - Current JOB for reference purposes to the proposed JOBs below
      5x NPC (Plant)
      Unit growth scales with player #
      1x Max @ 300 units
      1500 units total
      $4500 profit

      ALCOHOLIC - Buffed DRUG ADDICT class for when allies are available to help you out
      1x NPC (Minature bathtub)
      Unit growth scales with player #
      Max @ 2000 units
      25% slower movement when returning units (Encourages escorts, teamwork, etc)
      $6000 profit
      5x Moonshine Bottles reward (Possible share of reward)

      CHEMIST - Unique class encouraging PICKPOCKET job to be used
      1x NPC (Any NPC that visually makes sense)
      Unit growth scales with player #
      3/3 unique items needed to spawn the NPC (Only attainable by proposed PICKPOCKET job)
      Max @ 3000 units*
      $9000 profit*
      *If NPC blows up on harvest, induce drug effect: 1500 units, $4500 profit)

      COUNTERFEITER - Alternative to planting in unpopulated server times
      1x NPC (Electronic looking NPC)
      Steady unit increase, not scaled (Growth speed = Plant growth formula @ 15 players)
      Max @ 1500 units
      $4500 profit
      [ Team Ajax ]

      The post was edited 1 time, last by polskon ().

    • Re: Money Printers and Drug Mods

      Money printers would be a cool idea for players which don't have enought time to play and preffer afk in their homes ...
      So far it's not doing to fast and much money ..

      Like :
      Max money: 5k
      Duration till full: 1hour
      Using printer: 2k crime (let you catch and afk then)
      picking up the printer : (run to your boss [NPC] to deliver the money -10% )

      but idk ^^

    • Re: Money Printers and Drug Mods

      HalfLife wrote:


      Money printers would be a cool idea for players which don't have enought time to play and preffer afk in their homes ...
      So far it's not doing to fast and much money ..

      Like :
      Max money: 5k
      Duration till full: 1hour
      Using printer: 2k crime (let you catch and afk then)
      picking up the printer : 2k crime (run to your boss [NPC] to deliver the money -10% )


      This is fair enought..
    • Re: Money Printers and Drug Mods

      sega1613 wrote:


      You are just stealing all these ideas straight out of TKM's RP mod.


      Uhm. Why do you care? Its a idea. Its not patented.
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