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]