Improved Drug Collecting System

fillman86

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This idea has a few prongs to attack from (this was originally going to be an sop, but realised it didn?t need one). This mainly pertains to drug pickups, and potential drop off jobs.

The idea is to have spawning drugs(like when players "throw" items), as opposed to just a circle. The speed in which you pickup can be sped up by just your efficiency, and practice. Then have the drugs respawn in intervals. This may increase tensions for when someone else shows up, but that can just be an extra dimension to RP. It will also force people to use the other drug locations, instead of 90% of people just going to opium, and people saying that they don?t care about learning the other locations through rp because opium is just worth the most.

My spawning locations would be:
Opium - in the water near the docks
Weed - in the fields of grapeseed
Meth - on the doorsteps of each house
Cocaine - all over the place where it currently spawns
Then people would pile it into their car.

The premise is that it is dropped there by the drug lords, then we are just packaging, and distributors. This comes with my second prong, deliveries. I like the idea of role playing like tom cruise from ?American Made? (and have been over the last week, solo).
For each drug:
Opium - taken from an offshore mega yacht in a mini sub, then wait in a circle in the water for an amount of time whilst it "drops in the water"
Meth - deliver chemicals from the humane labs to the nudist colony
Cocaine - take a plane to the grapeseed airport, wait there (like you would for a robbery), then fly low over the ocean to avoid radar, and do several low passes over the current place (I don?t want to give away it?s location if people don?t know it yet)

What makes this tricky to explain is that I?m using how they got marijuana into america for opium, because opium isn?t really a thing anymore this past hundred years or so. Though as an ?opioid?, there is heroin which is brought through regular passenger flights. So there could be a passenger to pick up from lsia, and taken to a house, and fish it out from poop or something (digging through trash emote?).

"Opioid" could also be a prescription drug like Purdue Pharma?s products. People from slums buy it with a prescription, and then picked up by players. There?s a scene from Breaking Bad where jesse has to buy ?sudo? from people at motels, and such, and there?s a bunch of places that look like that in the city. This could make a fun bit of exploring the city for more pickup locations.

The final reason I want there to be a job attached to delivering the drugs, is that it gives more chances to find drug locations from ways that aren?t just unrealistically searching the entire map (totally real person 1 ?hey I want to get into drugs,? totally real person 2 ?okay, let?s drive around a bunch?). Or people unrealistically shouting on twitter, ?hey, I know drug locations, if anyone wants to get into drugs, I?ll sell you the location.?

I'm getting into LUA coding, so this is something that I could assist in, i.e. coming up with coords and such. I don't mind monotonous jobs.
 
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The initiative I understand, I like it. However, in this entire process, the only way I know of to make money is by selling the baggies. Does this process infer that each step would now make money instead of just final sales? Because otherwise it almost seems too complicated for the currently small outcome.
 
as stated, dropping off, if instituted, could be a job.

So in certain shady areas you could find a job circle like the one in the job center, and get hired to do a pickup and drop off, or something to that effect. Basically getting hired by a cartel or something.
 
Hello,

The idea is good, but having to have a job to do drugs is something that we have already tried to do and and it did... Okay, but having to have a job to do drugs is... unrealistic.. However; I do have a drug addon which is similar to what you are trying to get at.

The script itself has certain locations for items in which you must actually collect items off the ground (animation and all) and do certain things with them to get other items which can then be transferred to baggies to sell.
 
Hello,

The idea is good, but having to have a job to do drugs is something that we have already tried to do and and it did... Okay, but having to have a job to do drugs is... unrealistic.. However; I do have a drug addon which is similar to what you are trying to get at.

The script itself has certain locations for items in which you must actually collect items off the ground (animation and all) and do certain things with them to get other items which can then be transferred to baggies to sell.

The more animations involved the better. Anything that will help combat "reasonable suspicion" simply because your in a known drug spot. Animations give actual visuals to these actions so less time will be spent trying to claim they saw something that was never actually animated.
 
****ing great idea, the drug job was done before as jay said, and just to give you an idea on what it was like, it was very annoying to deal with, when you wanna just find an already hidden location but you also need a job that you also had to find the location of where to actually get the job, it's really really annoying.

There could be a drug job that would give you access to a drug delivery plan that would drop drugs off to locations near islands like what you were rping to and what they did in American made, but that could just be another job and nothing to crazy involving hidden stuff, just something you can pick up at the job center or whatever.
 
Maybe in the future when the drug selling script gets drug sell areas we could implement a job that will show you some "good" spots to sell at for more or less cash for a certain drug.
 
I meant that the job would only be for supplying the drug areas, but they would get the location to go to. This may not include the drug processing though, but ease people in to the server.

I'm actually writing up a few roleplay scripts. One that would require players to be white listed and deal with non white listers (that way people screw around less, and teach them the pacing of the server), and another option that would take them through a story of locations, directions, and notification messages. (btw I work in the film industry, and studied it at university, so story telling is a big thing for me).

One of the story ideas actually ends with cops doing a scripted raid, and the player is just told to run, then their job ends because all their counterparts are arrested. This gives them the push into the free roam rp, but have already built up connections, and possibly some loot to start. I know that you may shy away from scripted stuff, but this gives players a choice. And I think following a story like that might be fun once in a while (like a rare event we do for new players without them knowing)
 

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