New Concept: Collaborative Crimes
Main purpose: large time commitment crimes with huge payouts, high chance of failure but can be reduced with the right edu courses.
External role: Operator/Organizer, the one who runs it all, they decide the job, location, and production, their skill level decides what locations are available, each with their own benefits and drawbacks. They choose to collapse the operation or to keep it moving.
Drug manufacturing (total crime skill of 400 or above to organize)
4 faction members join a collaborative crime, each taking a slot with specific skill requirements and role. This team will exist, can have members rotate in and out, but the chance of being busted increases over time as you remain in one location, changing locations causes loss of progress.
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Buyer, purchases the materials, (i.e. medicine, parts) low fail chance, high skill in hustling is best
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Chef, cooks the “goods” with the highest chance of failure, specific education courses can reduce the odds of failing.
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Packager, self explanatory, low chance of failure, skill in forgery improves odds of succeeding
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Seller/dealer, dishes out the “goods” with a medium chance of failing, hustling or bootlegging is main skill (business courses can increase chance of success)
Process:
30 nerve is committed by the buyer, who goes to several stores and tries to buy the materials for the crime. Failure results in less materials and crit fail results in being arrested
70 nerve is committed by the chef, who has to mix and process the “goods,” monitoring them as they cook to keep the batch from being ruined. Failure results in less “goods” and a lower payout, crit failure causes effects similar to a small explosive device, with the lab exploding and forcing a relocation.
25 nerve is committed by the packager, who places the goods in bags and prepares them for selling, failure causes loss of product, crit fail results in high addiction due to exposure.
40 nerve is committed by the seller, who has to search for clients without getting caught by police, failure can cause lower payout, HP loss from a fight, or jail time from getting busted.
End product if success is 5-8 Million dollars and either 4,8, or 12 crack servings divided between the team each time the process is fully completed.
Tier 1 (bad)
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Abandoned trailer
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self storage
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Toolshed
Results in high chance of operation bust
Tier 2 (ok)
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House Basement
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Cottage
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Old Warehouse
Decent chance of operation bust, bigger place could mean better product or more recipes
Tier 3 (great)
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Luxury villa
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RV
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Private Club
Low chance of operation bust, requires high skill in graffiti to find
Tier 4 (amazing)
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Abandoned bunker
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Private Island
Very low chance of operation bust
This is of course a work in progress, suggestions on how to make it more fun or challenging would be great, I wanted to introduce something new for mid-late game players to enjoy