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Implemented Drugs.

FilmsActionCZ

New member
Joined
May 6, 2021
Messages
9
Add drugs.

They could increase stats rapidly, for the short term, or long term at the disadvantage of other stats. Would also be cool to see drug dealers around, some way to acquire them?

Thanks.
 
Already a thing. Pills in the medicine skill.
 
Perfect! There's already an addon on the workshop, hardly any changes need to be made!

sure lets add it.jpg
 
In all seriousness though, drugs would be a very rare thing to see, the plant based ones need cultivating and care, the ones made in labs need sometimes special equipment and certain chemicals.

Could we add effects to the current pills? Sure, I wouldn't mind that, maybe a slight speed boost or increased damage from melee, maybe slightly beefier HP, and of course the intelligence boosting ones would give you trippy visuals for a while. As for real life drugs outside of generic green pills it could be interesting to see them on the smuggler extremely rarely and people would most likely never use them because of how rare they are
 
In all seriousness though, drugs would be a very rare thing to see, the plant based ones need cultivating and care, the ones made in labs need sometimes special equipment and certain chemicals.

Could we add effects to the current pills? Sure, I wouldn't mind that, maybe a slight speed boost or increased damage from melee, maybe slightly beefier HP, and of course the intelligence boosting ones would give you trippy visuals for a while. As for real life drugs outside of generic green pills it could be interesting to see them on the smuggler extremely rarely and people would most likely never use them because of how rare they are
Terrible take. Drugs should be super common to fuel crime and gang rp. People will always produce drugs, and to see that aspect of gang and crime rp on willard would be nice.
 
Terrible take. Drugs should be super common to fuel crime and gang rp. People will always produce drugs, and to see that aspect of gang and crime rp on willard would be nice.
So what exactly will drugs do? Aside from just stat boosts/detriments
 
So what exactly will drugs do? Aside from just stat boosts/detriments
It’s a sought-after item. People are always gonna want some weed or cocaine for their character. It creates a market, gangs who sling it, and RP all around.

You gotta look at the RP aspect of this stuff instead of “stat boost!”
 
Drug deal RP actually created an atmosphere for high-risk-high-reward margins for the underworld rebels back in the day. If you wanted to know who had the biggest stick or the biggest gun, you followed that "trailing smell" in the air. Whether that can have an impact, well that'd be up to the devs and the players who'd handle them.

... Various Civil Protection forces aren't all by-the-book ... ;)
 
"Add drugs" is a tad vague, it'd be nice if a short list of some kind was provided with perhaps ideas of what the recipes would be.. I'll set this to pending for now until more info is provided

PENDING
(As a separate note, we do already have drugs-ish with the pill boosters made with the medical skill, but I understand you want more explicit drugs)
 
"Add drugs" is a tad vague, it'd be nice if a short list of some kind was provided with perhaps ideas of what the recipes would be.. I'll set this to pending for now until more info is provided

PENDING
(As a separate note, we do already have drugs-ish with the pill boosters made with the medical skill, but I understand you want more explicit drugs)
Marijuana Cigarettes - Paper + Marijuana
Cocaine - Coca Leaves?
Meth
Heroin - Opium?
LSD?
 
"Add drugs" is a tad vague, it'd be nice if a short list of some kind was provided with perhaps ideas of what the recipes would be.. I'll set this to pending for now until more info is provided

PENDING
(As a separate note, we do already have drugs-ish with the pill boosters made with the medical skill, but I understand you want more explicit drugs)
Sorry, my original post is lacking much effort.

Marijuana - Grown as in real life. Needs lighting, pots, whether natural reusable or big ceramic classics. Fertilizer gives better chance of it not dying. I'd speed up the process, though. Many addons exist, worked out well, no need to construct a brand new one, ay? I think it should be legal, or decriminalized as in the current world because it keeps the damn population high and obedient, hah!

Joint - Options with or without tobacco. Tobacco can be used to mask appearance but both leave a long-lasting smell in the area. Level 10 crafting skill for a shitty one, twenty for a nice one, well packed one. Papers can be made out of newspapers, papers, books... Through breakdown. Or bought. Reduces intelligence/stamina, adds crafting?

Improvised bottle pipe - Aluminum foil, on plastic bottle with two holes on the sides used to inefficiently smoke, allows harmful chemicals to get through as well.

Cocaine - Imported coca leaves, mixed with battery acid and cement to create it. The district we are currently in is not located in the appropriate area to grow coca leaves. Could be also extracted from coca tea, which could be legal and therefore also another way to get it, also a way to make coca tea have a suspicious amount, like plastic.

Meth - Complicated, advanced process. I'm not sure exactly how it is made but this would be for the big boys, I guess? Should add some crazy abilities but have a big impact on your sanity, ie. eye-sight fucking up on it, inability to act normal, seeing spots, etc... And collapsing!

Opium - Extracted from poppies, which should randomly grow rarely in the city, mainly outside the city, I assume? Can plant poppies using seeds you also get from extraction, or make a nice snack out of it!

LSD - Smuggled, premium product? The production is quite complicated and I don't think a district such as ours would have a producer.

Fentanyl - Useful for assassinations. Slipped into drinks. Should be highly illegal, hard to acquire, and put in small amounts in drinks or something. And if not treated carefully, kill the carrier. (if inhaled by not using a vial or something) Should also be present in the old, abandoned areas, or used to contaminate an area.

Let me know what you think about these suggestions. Wrote this up, for abilities, I'd like to think about it a bit.
 
It'd be cool if we could come up with more HL2 inspired made up drugs that feel in tune with the setting, making drugs with limited resources and rustic equipment.. Maybe named after cities or some lore pieces.. Like "City Seventeen's finest" or other things relating to lore.

Also rather than using exotic material that'd be difficult to obtain, could we try use more local / weird combine / xen materials thats burnt / cooked / spiced up / mushed together with other ingredients to form weird drugs

Makes it feel less "modern"
 
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I think that must be a first, haven't seen that before :approve:

If anyone thinks of names / recipe ideas for HL2 inspired drugs as mentioned above and they're decent we can look at this as accepted
 
Bob's High (also known as Bobs) - You looking for a semi-cheap high? I got ya. All you need is that artificial paste from your shit-ass ration, a can of Soda Bob Fizz (for the flavor), a jug of unrefined chemicals, an oven, and a cooking pot. Turn the oven to high-heat and dump the paste and unrefined chemicals into the pot. After a few minutes of cooking, pour in the fizz. Cook for an hour or two. Dump the product into a baking pan and let dry. The product should feel like extremely dry clay. Just break apart the product into smaller pieces and snort that shit into your nose.

If you want a more refined taste then add in green compound and a bottle of purifiers into the cooking process.
 
View attachment 3388
I think that must be a first, haven't seen that before :approve:

If anyone thinks of names / recipe ideas for HL2 inspired drugs as mentioned above and they're decent we can look at this as accepted
I have limited time for now, so unfortunately I cannot provide recipes and ideas for HL2-based drugs as I'd need time to think up some. Perhaps I'll reply to this thread later with more thoughts. But here are some of my thoughts on this forum thread:

I believe narcotics would be a solid edition to the server for multiple different types of people.

1.
Criminals. You could have drug producers, and smugglers/dealers; moreover, it provides content for criminal groups like gangs and syndications. Facilitates an interesting underworld economy.
2. Users. Whether a casual user or an addict, the addition of narcotics with interesting effects can flavor up RP. People act different different ways when on and depending on the drug they are taking. If people are throwing a party? Well, that flavors group interaction up to. The addition of narcotics also facilitates the opportunity for characters with unhealthy addictions/habits, e.g. drug addicts, to form which can provide interesting RP in the way it affects their character's lives.
3. The Civil Medical Union. It'll provide medical-related problems to deal with: overdoses, addictions, side-effects, etc.
4. Civil Protection. Imagine narcotics raids from Civil Protection, and crackdowns on smugglers.

I would love to see both pre-war narcotics, I don't see why they wouldn't exist anymore (especially considering the market for them pre-war), and wild alien/Xenian ones.

Pre-War Narcotics You Could Include:
  • Marijuana
    Phencyclidine (PCP)
  • Cocaine
  • Crack Cocaine
  • MDMA/Ecstasy
  • Methamphetamine
  • Heroin

You could get very detailed with this if you want. Perhaps, a system for starting cannabis farms for weed which you have to tend to with certain tools. Maybe you could have the 2 cannabis plant-types: Sativa and Indica, emulate their effects, and the option to produce hybrid strains. Furthermore, the ability to produce different strains.

Could also include the variants some narcotics have. For instance, cracked cocaine. Cracked cocaine is actually very easy to produce, and you could probably emulate how you make it:
Cracked cocaine is basically a mix of cocaine and baking soda: 80% cocaine, 20% baking soda. Refining a "key," kilo, of cocaine for example, would produce you ~1,200Gs of cracked cocaine "rocks." Cracked cocaine is a LOT more addictive than just simply cocaine. Crack "rocks" are usually ~0.1G-0.5G, and are normally no larger than gravel.

Step 1: Dissolve powdered cocaine in a container filled with hot water.

Step 2: Add sodium bicarbonate (baking soda) to the mixture.

Step 3: Boil the solution to separate out the solids.

Step 4: Cool the separated mixture and cut the solids up into "rocks."


The ability to name the drugs you produce, so gangs/organized crime/drug dealers can have their own "brands," would be cool as well.

As for Half-Life-based drugs, could maybe include some side-effects of ingesting bio-gel (too much would, of course, kill you) since it derives from alien bugs in which it causes a sort of "acid trip" &/or high. Could come up with a lot of cool Xenian-based narcotics. Perhaps synthetic versions of pre-war narcotics, due to the tech the UU had brought. Maybe even hybrids, synthetic hybrids, of pre-war & Xenian narcotics.
 
Last edited:
I have limited time for now, so unfortunately I cannot provide recipes and ideas for HL2-based drugs as I'd need time to think up some. Perhaps I'll reply to this thread later with more thoughts. But here are some of my thoughts on this forum thread:

I believe narcotics would be a solid edition to the server for multiple different types of people.

1.
Criminals. You could have drug producers, and smugglers/dealers; moreover, it provides content for criminal groups like gangs and syndications. Facilitates an interesting underworld economy.
2. Users. Whether a casual user or an addict, the addition of narcotics with interesting effects can flavor up RP. People act different different ways when on and depending on the drug they are taking. If people are throwing a party? Well, that flavors group interaction up to. The addition of narcotics also facilitates the opportunity for characters with unhealthy addictions/habits, e.g. drug addicts, to form which can provide interesting RP in the way it affects their character's lives.
3. The Civil Medical Union. It'll provide medical-related problems to deal with: overdoses, addictions, side-effects, etc.
4. Civil Protection. Imagine narcotics raids from Civil Protection, and crackdowns on smugglers.

I would love to see both pre-war narcotics, I don't see why they wouldn't exist anymore (especially considering the market for them pre-war), and wild alien/Xenian ones.

Pre-War Narcotics You Could Include:
  • Marijuana
    Phencyclidine (PCP)
  • Cocaine
  • Crack Cocaine
  • MDMA/Ecstasy
  • Methamphetamine
  • Heroin
  • Paracetamol
  • Morphine

You could get very detailed with this if you want. Perhaps, a system for starting cannabis farms for weed which you have to tend to with certain tools. Maybe you could have the 2 cannabis plant-types: Sativa and Indica, emulate their effects, and the option to produce hybrid strains. Furthermore, the ability to produce different strains.

Could also include the variants some narcotics have. For instance, cracked cocaine. Cracked cocaine is actually very easy to produce, and you could probably emulate how you make it:
Cracked cocaine is basically a mix of cocaine and baking soda: 80% cocaine, 20% baking soda. Refining a "key," kilo, of cocaine for example, would produce you ~1,200Gs of cracked cocaine "rocks." Cracked cocaine is a LOT more addictive than just simply cocaine. Crack "rocks" are usually ~0.1G-0.5G, and are normally no larger than gravel.

Step 1: Dissolve powdered cocaine in a container filled with hot water.

Step 2: Add sodium bicarbonate (baking soda) to the mixture.

Step 3: Boil the solution to separate out the solids.

Step 4: Cool the separated mixture and cut the solids up into "rocks."


The ability to name the drugs you produce, so gangs/organized crime can have their own "brands," would be cool as well.

As for Half-Life-based drugs, could maybe include some side-effects of ingesting bio-gel (too much would, of course, kill you) since it derives from alien bugs in which it causes a sort of "acid trip" &/or high. Could come up with a lot of cool Xenian-based narcotics. Perhaps synthetic versions of pre-war narcotics, due to the tech the UU had brought. Maybe even hybrids, synthetic hybrids, of pre-war & Xenian narcotics.
For drug effects. Could have screen effects, automated RP lines which display to you and others, maybe an addiction level (how prone to addiction you are dependent on stats maybe). Withdrawal effects. Raises certain stats temporarily, lowers others temporarily.
 
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