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
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?
Profit is profit ngl. Btw it’s hidden mechanic that ppl just happen to notice when they run data so any sensible company owner would do the same to maximize the income, given that nothing against the rules are done. (Even when ppl do not know it is a bug their normal instinct would be leaving the high efficiency low stat employee there and forget about it)
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
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?
You opened a Donator Pack, found a bottle of beer infused with 2500 pieces of Xanax, instantly overdosed for an entire year after drinking it so now you can train yourself while vibrating at a 2500 hertz frequency in hospital bed while gaining 2500 Str Def Spd Dex simultaneously every second for the whole year.