- Messages
- 121
- Reaction score
- 35
- Points
- 270
Suggestion Title: Special boosts for industrial buildings
Suggestion Description: Allow the industrial buildings to provide unique production systems and efficiency mechanics:
Each building unlocks a specific interactive system, for example:
location: Foundry
-unique item: A Fast crafting station which looks like a big machine
-how it works: Needs gasoline for a generator to make it work properly. (bulk crafting system), this will look like a machine and allows the owner(s) to craft more items faster.
-strenght: allows fast production within the crafting machanics. can be usefull for selling items on the market in larger quantity and fast.
-weakness: must be purchased after buying the property, costs fuel (inventory is public and can be accessed when being raided when using an explosive device or mini-game like hacking)
location: industrial 3
-unique item: big chemical table structured machine
-how it works: Allows to produce meth (maybe coke) in large quantities
-strenght: will be slightly/mid more effectively and does more at once then the small chemical tables.
-weakness: must be purchased after buying property. need to wait for the full load to be done, when raided your cooked.
location: farm
-unique item: A big plantbox for farming.
-how it works: allows you to plant more to harvest more.
-strenght: bigger yield. you can plant more within a periode of time
-weakness: must be purchased after buying property. you get less when harvesting, need to use for every new load new dirt or refill generator for lights.
location: south gate/morons
-unique item: sprinkers/special lighting.
-how it works: allows your own plants inside your planter boxes to grow quicker inside the rooms.
-strenght: your plants grow faster.
-weakness: lights must be purchased after buying property, powerd by gasoline, lights defect/ removes the faster production effect
This is just a concept, anything within this suggestion could be used differently or not at all.
Why should this be added?:
-Makes unused industrial buildings relevant again
-Creates more player interaction and base variety
-Adds more depth to crafting/farming/production systems
-Increases competition for valuable locations
What negatives could this have?:
-Could unbalance economy if boosts are too strong
-May create “must-have” buildings meta
-Could increase PvP/raiding focus on specific locations
-New players might struggle to compete if systems are not balanced properly
What problem would this suggestion solve?: Industrial buildings are currently rarely used because they are too large, and offer no real advantage in some cases compared to normal bases.
This system would make them valuable and actively used by players.
Useful Images: X
Suggestion Description: Allow the industrial buildings to provide unique production systems and efficiency mechanics:
Each building unlocks a specific interactive system, for example:
location: Foundry
-unique item: A Fast crafting station which looks like a big machine
-how it works: Needs gasoline for a generator to make it work properly. (bulk crafting system), this will look like a machine and allows the owner(s) to craft more items faster.
-strenght: allows fast production within the crafting machanics. can be usefull for selling items on the market in larger quantity and fast.
-weakness: must be purchased after buying the property, costs fuel (inventory is public and can be accessed when being raided when using an explosive device or mini-game like hacking)
location: industrial 3
-unique item: big chemical table structured machine
-how it works: Allows to produce meth (maybe coke) in large quantities
-strenght: will be slightly/mid more effectively and does more at once then the small chemical tables.
-weakness: must be purchased after buying property. need to wait for the full load to be done, when raided your cooked.
location: farm
-unique item: A big plantbox for farming.
-how it works: allows you to plant more to harvest more.
-strenght: bigger yield. you can plant more within a periode of time
-weakness: must be purchased after buying property. you get less when harvesting, need to use for every new load new dirt or refill generator for lights.
location: south gate/morons
-unique item: sprinkers/special lighting.
-how it works: allows your own plants inside your planter boxes to grow quicker inside the rooms.
-strenght: your plants grow faster.
-weakness: lights must be purchased after buying property, powerd by gasoline, lights defect/ removes the faster production effect
This is just a concept, anything within this suggestion could be used differently or not at all.
Why should this be added?:
-Makes unused industrial buildings relevant again
-Creates more player interaction and base variety
-Adds more depth to crafting/farming/production systems
-Increases competition for valuable locations
What negatives could this have?:
-Could unbalance economy if boosts are too strong
-May create “must-have” buildings meta
-Could increase PvP/raiding focus on specific locations
-New players might struggle to compete if systems are not balanced properly
What problem would this suggestion solve?: Industrial buildings are currently rarely used because they are too large, and offer no real advantage in some cases compared to normal bases.
This system would make them valuable and actively used by players.
Useful Images: X

