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Accepted Re-work drugs

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NanCi_

Radio Bob Approved
Banned
Joined
Mar 26, 2023
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324
Do I even have to say anything. Have you guys looked at the basic pills? -n on any of the key stats going up depending on the tier of the pill ranging from -1 to -3 (if im correct). Yes I would understand if the pills were to be a nerf during s2rp situations but anything else wise , no its incredibly shit. Do you want to cook something with perception pills? No fuck off you lost like 6 levels of cooking for no reason.


I don't know how to say it without sounding like a complete script whore but if you throw -5 strength at me I will be less inclined to use any drugs resulting in complete and utter non existence of drug roleplay. "Oh but you have dark pills and XP and they dont give any debuffs" -Legit anyone.

Why would you make an entire drug scene and only prioritise two drugs out of like 20. It makes no sense. Nerf the debuffs and maybe even the buffs it gives to not make them strong but actually usable.

This might be a schizo rant i have no clue but I feel like the drugs are an interesting area for roleplay but knowing the slummer / rebel slightly. Why would someone use a drug other than XP or dark pills if it'll give you -5 strength , agility and so on. Maybe im wrong

I would also ask (probably in the wrong area) a system just like CWU have their own. To be able sell drugs to another district because right now drugs are really impossible to sell to anyone considering that 99% of the city roleplay as being clean.
 
I actually discussed a way for this to work with @Willum

First of all, I'm a combine main. Okay? But I want drugs so desperately to be a part of the game. I have a simple way to fix it.

The base speed of a regular citizen would be 90% of normal without drugs.

The base hue saturation of their vision would be 80% of normal without drugs.

The drugs in terms bring you to 100% or 110%. There's no need to add a downside to the drugs as using them will place you on common ground with CP. CP should also have a 90% of 100 speed reduction to account for gear, and the "anti-fatigue ration drug" would give them their 100%.

The drug addict would always have a 10% gain.

It would be a low cost way to develop it. Non-violent petty crimes should be heavily focused, that way there's something in-between the normal frisk and whisk to the bombs going off. Non-violent crimes like drugs are just, so powerful roleplay.

Drug trading is also another powerful key for roleplay in which brings citizens together.

The way you could distribute the drugs with no complicated mechanics: A trusted, black market dealer of some kind, having the ability to purchase a large amount of drugs on a weekly basis, at a low cost, can distribute it to several drug dealers.

Those drug dealers meddle it about the public. The margins on profit would be thin, but it's more about the prop that drives the RP.

I'd love to see something done with drugs, currently as it stands, the trippy visuals need to be removed, replaced with lighter less envasive ones.

I hope something gets done about this. @Robert if you hear me, let's schedule a meeting I want to discuss this with you at some point I think you're the guy I need to bring all this up with.
 
I actually discussed a way for this to work with @Willum

First of all, I'm a combine main. Okay? But I want drugs so desperately to be a part of the game. I have a simple way to fix it.

The base speed of a regular citizen would be 90% of normal without drugs.

The base hue saturation of their vision would be 80% of normal without drugs.

The drugs in terms bring you to 100% or 110%. There's no need to add a downside to the drugs as using them will place you on common ground with CP. CP should also have a 90% of 100 speed reduction to account for gear, and the "anti-fatigue ration drug" would give them their 100%.

The drug addict would always have a 10% gain.

It would be a low cost way to develop it. Non-violent petty crimes should be heavily focused, that way there's something in-between the normal frisk and whisk to the bombs going off. Non-violent crimes like drugs are just, so powerful roleplay.

Drug trading is also another powerful key for roleplay in which brings citizens together.

The way you could distribute the drugs with no complicated mechanics: A trusted, black market dealer of some kind, having the ability to purchase a large amount of drugs on a weekly basis, at a low cost, can distribute it to several drug dealers.

Those drug dealers meddle it about the public. The margins on profit would be thin, but it's more about the prop that drives the RP.

I'd love to see something done with drugs, currently as it stands, the trippy visuals need to be removed, replaced with lighter less envasive ones.

I hope something gets done about this. @Robert if you hear me, let's schedule a meeting I want to discuss this with you at some point I think you're the guy I need to bring all this up with.
Actually like this idea because from experience (not myself) ive heard that certain drugs like *certain* amphetamines are used to boost your 'energy' during the day. I don't mind the crappy effects whether its a piss screen overlay or legit rave giving you a seizure but you also deal with the issue in concerns of roleplay that a city full of depressed people are so clean. Maybe its due to the fact that there is a massive hint like 'This person is on drugs' that waves people off due to being found out / investigated.

Maybe add levels of smells to someone like a first time user wouldn't really have much of a smell, maybe their face sloshed (obviously wouldnt be the case in irl but this is willard).

That or make several descriptions for each narcotic and not make it so clear to the user (bright purple). make it grey or / white so the person actually has to read their description to realise this guys on drugs.

Cannabis joint effects :

"This individual smells of herbal piss like aroma"
"He / She is more relaxed than usual."
"The eyes are redder and the veins are more apparent on the eyes"

Ya know? not one drug description that associates with all
 
Drugs should be a positive increase temporarily, never a decrease temporarily. Active drug users should receive a negative debuff. addicts should feed addicted, god bless heroin
 
Do I even have to say anything. Have you guys looked at the basic pills? -n on any of the key stats going up depending on the tier of the pill ranging from -1 to -3 (if im correct). Yes I would understand if the pills were to be a nerf during s2rp situations but anything else wise , no its incredibly shit. Do you want to cook something with perception pills? No fuck off you lost like 6 levels of cooking for no reason.


I don't know how to say it without sounding like a complete script whore but if you throw -5 strength at me I will be less inclined to use any drugs resulting in complete and utter non existence of drug roleplay. "Oh but you have dark pills and XP and they dont give any debuffs" -Legit anyone.

Why would you make an entire drug scene and only prioritise two drugs out of like 20. It makes no sense. Nerf the debuffs and maybe even the buffs it gives to not make them strong but actually usable.

This might be a schizo rant i have no clue but I feel like the drugs are an interesting area for roleplay but knowing the slummer / rebel slightly. Why would someone use a drug other than XP or dark pills if it'll give you -5 strength , agility and so on. Maybe im wrong

I would also ask (probably in the wrong area) a system just like CWU have their own. To be able sell drugs to another district because right now drugs are really impossible to sell to anyone considering that 99% of the city roleplay as being clean.
Oh and make them LAST LONGER. Idk if anyone realized s2RP doesnt happen in 3 minutes... IT LASTS LIKE AN HOUR AT BEST.
 
Oh and make them LAST LONGER. Idk if anyone realized s2RP doesnt happen in 3 minutes... IT LASTS LIKE AN HOUR AT BEST.
idk about that one. Considering you can use drugs ontop of food buffs they are incredibly OP... one hour of +10 strenght or agility or fucking anything is just wayyy too good. I believe that goes to the staff / gmer on scene. If they are too lazy to acknowledge drug boosts that is quite a questionable scenario which needs to be spoken to Reece or some crap
 
This is a rather fine balancing act.

Food, drugs and the current skill system are very... finicky and def. required an overhaul. I am willing to look into this alongside other reforms such as the medical system so I will be accepting this for now.

If anyone feels like giving some input about this, feel free to reach out privately to me about it.
 
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