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Ideas for Illegal Production Crime + Maybe a refresh for the Attachment System?

Started by HuskySGT [3402878] on in Suggestions.

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Chabo [3336501] ×2

HuskySGT [3402878]

Hey all — this has been brought up before in bits and pieces, so just wanted to throw it together in one place and see what people think.

The Basic Idea

  • Drugs and meds are the obvious ones, but "illegal" doesn't have to stop there
  • IRL there are plenty of weapon parts and mods that are considered illegal — could be interesting to include those too
  • The play loop could probably work similar to Forgery (materials in → wait → item out), maybe with some extra risk element on top if that's something devs would want to explore

Where the Attachment System Could Come In

The attachment system feels a bit underwhelming right now — things tend to be either must-have or barely worth slotting. One possible direction:

  • Illegal Production outputs could include randomized stat-modifier attachments — small illegal mods that stack on top of your existing ones for minor bonuses
  • Nothing crazy, just enough to make the grind feel worth it
  • Could potentially use existing materials that aren't earmarked for anything else — scrap metal, machinery parts, that kind of thing

Some Extra Ideas (Chabo [3336501])

A few things that came up in discussion that might be worth thinking about:

  • Duke mods converted into "attachment rails" that open up more mod slots
  • Mods themselves becoming player-crafted through this crime type — basically back-alley gunsmithing
  • A one-time swap to convert a current mod into something of the same tier but a type you actually want

Still rough and highly preliminary, but maybe something here is worth building on. What do you all think — any other directions illegal production could go beyond weapon stuff?

Mentions: Chabo [3336501]

Chabo [3336501]

I thought this was a super cool idea! +1

 

Thinking re: attachment "rails" or "slots" or w/e is: what about all the mods we already spent thousands of mission points on?

 

Well - these new crafted mods probably will fall under categories of some kind, so -- just convert the existing mods into new "mods" of equal value, by requiring attachment rails or w/e for each mod equipped, and making those the new Duke drops.

 

Give each existing Mod a 1-time-use conversion that the player can use to convert it to any Attachment Rail of equal Level, but a (selected) different Category. Or just design the Categories such that they're roughly equivalent in function to current Mods (and then expand on those categories w/ the player-created equivalents ofc)