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Suggestion Title: Processing phase to cocaine production & yield nerf to weed
Suggestion Description: Add an additional phase to the cocaine production
Beaker on cooker + propane --> Leaves + Water + Muriatic Acid or Nitric acid (Nitric for realism)
This phase should probably be under 3-5 minutes to balance it.
Same temperature code as meth, instead of a explosion, every tick after a arbitrary temperature bar lowers yield by 1-5%
After this the user will continue with the drying leaves process with the pyrex dish.
The current amount of actions needed to process coke is 2, [1] placing the items on the chemical table and [2] putting lye at 50%, this goes up to 3 if you have a gas tank attached [3] (turning it on).
Meth you have to [1] place the items, [2] distill ingredients, [3] heat up the beakers [4] add ingredients at 50% [5] take off cooker and wait for beaker to cool. This also doesn't add on the average 5-6 temperature clicks you do per cook, this isn't significant but it keeps your attention AT the table.
The reason I am bringing this up is because sometimes coke can be an almost uninvolved process with the involved process being pressing the cooker and putting the lye on. The growing phase of the coca leaves can be ENTIRELY uninvolved by just risking 10 seeds in a small room in an abandoned looking house.
I've seen a lot of threads debating the math of which drug out earns which, regardless of the fact I think coke should be a more involved process.
As for the nerf for Marijuana, if the Marijuana is growing outside of a building it gets regular yield amounts, but if inside buildings there is a 10-25% reduction in yield.
Why should this be added?:
- Indirectly buffs meth production as the risk & attention is somewhat comparable
- Makes cocaine production a more involved process
What negatives could this have?:
- Players cooking coke have a increased risk of getting raided
- People will opt out of cooking coke for meth if the risk is similar
What problem would this suggestion solve?: A general unbalance between the two drugs, meth and Coke. Adds a new element for new players to scout out for marijuana plants as opposed to raiding given most defenders have very large guns.
Suggestion Description: Add an additional phase to the cocaine production
Beaker on cooker + propane --> Leaves + Water + Muriatic Acid or Nitric acid (Nitric for realism)
This phase should probably be under 3-5 minutes to balance it.
Same temperature code as meth, instead of a explosion, every tick after a arbitrary temperature bar lowers yield by 1-5%
After this the user will continue with the drying leaves process with the pyrex dish.
The current amount of actions needed to process coke is 2, [1] placing the items on the chemical table and [2] putting lye at 50%, this goes up to 3 if you have a gas tank attached [3] (turning it on).
Meth you have to [1] place the items, [2] distill ingredients, [3] heat up the beakers [4] add ingredients at 50% [5] take off cooker and wait for beaker to cool. This also doesn't add on the average 5-6 temperature clicks you do per cook, this isn't significant but it keeps your attention AT the table.
The reason I am bringing this up is because sometimes coke can be an almost uninvolved process with the involved process being pressing the cooker and putting the lye on. The growing phase of the coca leaves can be ENTIRELY uninvolved by just risking 10 seeds in a small room in an abandoned looking house.
I've seen a lot of threads debating the math of which drug out earns which, regardless of the fact I think coke should be a more involved process.
As for the nerf for Marijuana, if the Marijuana is growing outside of a building it gets regular yield amounts, but if inside buildings there is a 10-25% reduction in yield.
Why should this be added?:
- Indirectly buffs meth production as the risk & attention is somewhat comparable
- Makes cocaine production a more involved process
What negatives could this have?:
- Players cooking coke have a increased risk of getting raided
- People will opt out of cooking coke for meth if the risk is similar
What problem would this suggestion solve?: A general unbalance between the two drugs, meth and Coke. Adds a new element for new players to scout out for marijuana plants as opposed to raiding given most defenders have very large guns.