Let me know your thoughts
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CRACKCOCAINE [2313675] Level 45 The Cause v2.0 C Acolyte
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Let me know your thoughts
I wanted to bring up an idea that could add a lot more depth to the current drug system in Torn.
Right now, drugs mostly function as straightforward stat boosts with some risk attached (cooldowns, addiction, etc.). While that works, it does start to feel a bit one-dimensional over time—especially for long-term players who settle into optimal routines.
I think expanding the drug lineup could make gameplay a lot more strategic and engaging.
Instead of just adding more of the same, new drugs could introduce different layers of risk vs. reward. For example, you could have substances that offer very strong temporary boosts but come with heavier long-term consequences—like stronger addiction mechanics, withdrawal effects, or even temporary stat penalties after use. This would force players to think more carefully about when and how they use them, rather than just following a fixed cycle.
There’s also an opportunity to make the system feel more dynamic and tied into the broader game world. Different drugs could be linked to specific regions, events, or supply chains, which would make the economy more player-driven. Scarcity, production, and distribution could all play a role, creating new trading opportunities and price fluctuations.
Another idea would be introducing interaction effects—where certain drugs don’t just act independently, but can stack, conflict, or create unique outcomes when used together. That alone could open up a lot of experimentation and variation in playstyles.
Overall, I’m not suggesting making things more complicated for the sake of it, but rather adding meaningful choices. A deeper system would give both newer and veteran players more ways to approach progression, instead of relying on the same established patterns.
Curious to hear what others think—would you like to see a more complex and varied drug system in Torn?
Lastly if you could add one drug to the list that is not currently offered what would it be and what potential stat boosts, cooldown, and side effects would it cause?
My pick would be Crack Cocaine, it would boost energy by 500 nerve would also increase by 100. with a cool down of 6 hours. Side effects. For 48 hours your energy and nerve bar would be half and unable to be refilled fully after the using the energy and or nerve.
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I wanted to bring up an idea that could add a lot more depth to the current drug system in Torn.
Right now, drugs mostly function as straightforward stat boosts with some risk attached (cooldowns, addiction, etc.). While that works, it does start to feel a bit one-dimensional over time—especially for long-term players who settle into optimal routines.
I think expanding the drug lineup could make gameplay a lot more strategic and engaging.
Instead of just adding more of the same, new drugs could introduce different layers of risk vs. reward. For example, you could have substances that offer very strong temporary boosts but come with heavier long-term consequences—like stronger addiction mechanics, withdrawal effects, or even temporary stat penalties after use. This would force players to think more carefully about when and how they use them, rather than just following a fixed cycle.
There’s also an opportunity to make the system feel more dynamic and tied into the broader game world. Different drugs could be linked to specific regions, events, or supply chains, which would make the economy more player-driven. Scarcity, production, and distribution could all play a role, creating new trading opportunities and price fluctuations.
Another idea would be introducing interaction effects—where certain drugs don’t just act independently, but can stack, conflict, or create unique outcomes when used together. That alone could open up a lot of experimentation and variation in playstyles.
Overall, I’m not suggesting making things more complicated for the sake of it, but rather adding meaningful choices. A deeper system would give both newer and veteran players more ways to approach progression, instead of relying on the same established patterns.
Curious to hear what others think—would you like to see a more complex and varied drug system in Torn?
Lastly if you could add one drug to the list that is not currently offered what would it be and what potential stat boosts, cooldown, and side effects would it cause?
My pick would be Crack Cocaine, it would boost energy by 500 nerve would also increase by 100. with a cool down of 6 hours. Side effects. For 48 hours your energy and nerve bar would be half and unable to be refilled fully after the using the energy and or nerve.
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Let me know your thoughts
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