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Duplicate Drugs, and how to maybe improve them.

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joe moter

Radio Bob Approved
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Feb 4, 2024
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TLDR
withdrawal + addiction
this good because rp



Drugs, you love em', I love em'
Unless you hate them, then your a square.

Either way, I thought of adding an effect of drugs that is already in the real world!
Withdrawal and addiction!
Here is how I'd execute it, or at least how I think it should be.
Step one, find a drug.
We'll use Arty-fun for an example.
After I buy some Artificial Fun from my not so reputable vendor friend, I take some, to calm my mood after that damn workshift! Anyways, I, John Exampleson takes some of my drugs.
Add a chance to get addicted so old John learns his lesson. And still buys more.
If John has a high strength level, he might be able to deal with the withdrawal.
However right now, he's losing perception, agility, intelligence, or something similar.
If he waits it out, those horrible side effects go away.
Bad news, John is a weak ass bitch and needs support.
That's where the CMU comes in, or not, maybe John just takes more drugs.



What will withdrawal do?
Withdrawal will be a minor or major stat decrease because of your choices, unless you were forced to take said drugs. To be honest, I'm not good at deciding what you lose during the withdrawal process, but I would say you lose a bit of agility and perception, and if your a cool player, maybe make your character pissed off at everyone, it'd make most cops indistinguishable from each other, and every loyalist to start being more angry at those meetings.
But at the end of the day, it is up to the developers to choose the decreases, or if this suggestion gets approved.

The gamble of addiction
Add addiction and withdrawal to add roleplay and make drugs more fun.
It really depends on the drug, here is my qualifications
According to the NIAAA, 6% of Americans who drink are alcoholics, guess what the chances are for drinking a bottle. Yes, that's right! 5% that's after drinking a whole bottle, if you drink a single glass it'll be a 2.5%
If your cool, and take something like Artificial Fun or any other serious drug, it'll be to 10%
If you take a booster, I think 7% would be fair, depending on the tier it could go up.
If you drink coffee from your favorite hipster coffee shop, it'll be 2.5%, Willard Industries may be 4%
If your a serious Civil Terminal gamer and drink Bob Energy, we might bring it to 4.5%


IMPORTANT!
Don't worry, I guarantee you don't want to get addicted, and that's fine.
Your still a bitch, but that's just the way it is, if it hurts your precious character so much, I would appeal or something.

(remember, these chances are just apart of the suggestions, it is up to the devs to make these chances up)

Pros:
This really helps drug dealers sell more stuff.
It'll make drug roleplay quite fun, seeing someone trying and failing to quit a drug is a fun activity for all loyalists.
People trying to quit may resort back to the dealers to get their stats back.
Cops can beat down on the recovering addicts, if you play Civil Protection, tell me that wouldn't be fun!

Breaking Bad Aaron GIF

Cons:
People might not take drugs, fearing the addiction, like a bunch of babies.
(mini pro, this is similar to the people in the real world)
This might be hard to add, but I guarantee it'll be a blast!
This might just lower sales for the humble drug dealers.
Some absolute geeks may not find this fun.


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if this is to be accepted, give joe moter an alcohol addiction in the medium tiers, and joe monshin a light protein killer addiction

 
Faster solution to this is just to roleplay more addiction, almost inevitably trailing into medrp. I wouldn't think it would be too hard to have some extended negative side effects that stick around off of a dosage or three. But also I'm not a Gmod Dev so who knows what kind of tinkering you'd have to do to tack on a separate additional set of effects later on a single interaction. Easiest setup could be to have the positive effects last about a day in game while the negatives last a week and don't stack.
 
could have it where everytime you take a drug, you have x percentage chance to become addicted, which will lower attributes until you take it again, and again.
 
could have it where everytime you take a drug, you have x percentage chance to become addicted, which will lower attributes until you take it again, and again.

We will add addiction mechanics which will add longterm stat debuffs, sickness which prevents food and water from being consumed, intermittent blurry vision/shakiness, less max HP, paranoia, and in later stages things like fainting and eventually death by low respiratory drive.
Each time you take a dose of any drug or alcohol, depending on it's strength, it will increase a hidden number and past certain thresholds you will gain more extreme addiction effects. Those effects will go away once you take another drug, however, the higher your addiction the more frequently you need to take them to prevent additiction mechanics from kicking in (the window becomes shorter). Its essentially a hidden tracker which, to decrease it, you'll have to suffer the consequences for quite a long time. if you get it high enough, there is no real way of decreasing it outside of medrp intervention.
In exchange for these debuffs we make the drug effects much stronger to balance it out. For example, instead of +1 STR we change it to like +3 STR and +25 armor, or +3 INT and +3 agility, etc.
 
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