PlannedPossible Cartel activity.

about 2 months ago

TOMETH

195 Total Respect

TOMETH

195 Respect

about 2 months ago

Research/uni course. Narco submarine/transportation of drugs. 

Substantial cost, into research and building of a Narco submarine. This is to replace the idea of travel to various countries; in Torn, the difference being it does not lock you out of the game. Like the travel feature of Torn would have you do. 

Put in drugs; like weed and cocaine (maybe other possible drugs in future). And you earn money based on the amounts transported. (like a big expedition but cartel related) So requires a good amount of extra drugs, that sit in players inventories. 

Provides cash for cartel, and various other items. Has a chance to fail, and or sink? perhaps? 

Feel free to add anything else to this suggestion

below. Thanks!

 

EDIT**

I am gonna flesh this concept out, so we have not only a greater understand as to why I lay it the way it is, but to keep a foundation at it's heart.

 

First off, this will be a cartel perk, cartel rep will go towards this the ability to build and upgrade, a cost of rep required, for unlocking the build and continuing 'tiers for storage capacity'.


 

Secondly this is a weekly cartel activity? Why? Because the rewards should all members (should they contribute) to the maximum amount needed to send a narco sub off. Are substantial. 

The cartel must pay, a hefty amount for the narco sub's construction. This isn't based on construction materials. (Although we can add that) atm I am just thinking a base cash value. 500m-1b. With upgrades that cost money.(these will be storage upgrades, but can add other upgrades.). Build and or storage upgrades unlocked via cartel home page, only AFTER the the perk has been purchased using rep via cartel perk page. The Cartel homepage will have the new 'Narco sub' category where building and upgrades can commence, at the cartel leader's behest. And only the capo when viewing the narco category, will have the ability to send out a narco sub (although roles can be added).



Once construction of the narco sub has taken place, the category can then be used and accessed by the rest of the cartel members. 

Substantial rewards will be balanced by how mamy times the activity can be done, once per week. Per cartel. Should the cartel not send out a sub that week, then simply all input remains the same, and the sub is sent out the next available time. (Really anytime) so players are not ever pressured heavily to sink drugs, and also drugs they don't have into the storage. (The cartel leader can send the sub anytime). So players and leaders can co-ordinate their plans, and fill the sub at the best times and or at their leisure.

 

The drugs required shall be in the hundreds and or more. Weed due to it's massive availability will probably be in the thousands. Weed and cocaine. (numbers haven't been finalised, but are based on the maximum of 80 members at it's highest). The plan is to have these numbers be quite high, and reflective of members of the cartel. (this is partly why 'storage upgrades, i mentioned above are important, the cartel leader can use this based on how many active members they have) despite the fact you can send this sub out at any time. The rewards you get back are based on how much the cartel put in. As such the capo and or leader can slowly upgrade their sub and still benefit with what little active members they have. 

The maximum quantities shall recieve the highest rewards. And adjusted based on if the sub is sent out with less. (As of course you can send out the sub with less drugs, but at a cost in reward reduction).

Time for completion of a round trip? 7 days. although there are ideas of maybe adding a slight time reduction, but this will not be significant. I still intend this activity to be a once per week activity. A slow yet rewarding cartel activity.

Rewards are yet to be determined, although plentiful alcohol, armour and or weapons. Cash. and Weapon Enhancements. (please put forward any other suggestions for rewards. thank you). 

Anything stated here is not final, I merely wanted to flesh out the foundations of a rewarding cartel activity. I think I have done this successfully.

 

Therefore any and all input is appreciated.

 

Last Edited 16/09/2025, 23:34:38

Responses

about 2 months ago

JACE420

1 Total Respect

JACE420

1 Respect

about 2 months ago

Hell yeah

about 2 months ago

N_E_X_U_S

76 Total Respect

N_E_X_U_S

76 Respect

about 2 months ago

Cannabis x68806

Where do I send it.

But isn't this the whole point of the drug den, and that just doesn't work because the price never goes up. 

Last Edited 13/09/2025, 21:55:20

about 2 months ago

VAELINN

15 Total Respect

VAELINN

15 Respect

about 2 months ago

I like the idea, in my mind I expand it out to be a whole class of things called smuggling. And I would define it as an advanced type of expedition unlocked by a couple of different educations:

  1. Nautical smuggling
  2. Aeronautical smuggling
  3. Railway smuggling
  4. Subterranian smuggling

These would be advanced expedition type activities that require you to unlock them via different education courses. When unlocked you can select a type of production item to smuggle and a destination. The type of item and the destination largely determine the outcomes (you have a bit of control on the "type" of outcomes you get by the type of "inputs" you give to a degree). I could also see some new items that could enhance these to a degree or maybe update existing items to enhance them (mostly vehicle type items).

about 2 months ago

TOMETH

195 Total Respect

TOMETH

195 Respect

about 2 months ago

Cannabis x68806

Where do I send it.

N_E_X_U_S - 13/09/2025, 21:52:53

Exactly; this is kind of based on my previous idea, of a collective cartel activity, large quantities of productions/drugs can go somewhere and maybe it can rise in value.. like cannabis for example. 

A narco sub, i think is a nice way to introduce a 'travel' idea, without it being boring and hindering the user experience.. by locking you out the game.. Maybe at the cost of the time of completion to be a lot more than 8 hours? But certainly, as like my previous suggestion, the research cost/time to build is a little more substantial.. Hence the uni course idea. 

But the main takeaway like my previous ideas on cartel activities; is the amounts required is substantial, *not too much, but not too little, some balance will need to be done) and in line with it being a 'cartel-wide' activity. 

But yes with nearly 70k weed, you need to shove that somewhere... and the deepest darkest corners of a narco sub.. sounds good to me. 

about 2 months ago

CHET

-126 Total Respect

CHET

-126 Respect

about 2 months ago

I do think about cartel rob type. Like stealing bicycles, motor vehicles at start with group of 2 3, and increases till bank robberies.and we start every mission with points. Depending on people in group..

And it is good idea too, travelling will add some change to Every player Incl new and old.

Submarine taking some rescource, converting it to useful stuff depending on level of submarine, L1, L2..

And it may give good return depending on resource it use. Sometime , half and none.

Can hosp member of group,  put in jail , reduce health if high level..

 

May sound like torn oc 2.0. But better than nothing. Atleast any idea can be turned and used more creatively..

about 2 months ago

TOMETH

195 Total Respect

TOMETH

195 Respect

about 2 months ago

I like the idea, in my mind I expand it out to be a whole class of things called smuggling. And I would define it as an advanced type of expedition unlocked by a couple of different educations:

  1. Nautical smuggling
  2. Aeronautical smuggling
  3. Railway smuggling
  4. Subterranian smuggling

These would be advanced expedition type activities that require you to unlock them via different education courses. When unlocked you can select a type of production item to smuggle and a destination. The type of item and the destination largely determine the outcomes (you have a bit of control on the "type" of outcomes you get by the type of "inputs" you give to a degree). I could also see some new items that could enhance these to a degree or maybe update existing items to enhance them (mostly vehicle type items).

VAELINN - 13/09/2025, 22:00:37

Yeah sounds good; it's just a shell of an idea. So i am hoping more people come in and start discussing it :) and we can block it out a bit. 

about 2 months ago

VAELINN

15 Total Respect

VAELINN

15 Respect

about 2 months ago

I like the idea, in my mind I expand it out to be a whole class of things called smuggling. And I would define it as an advanced type of expedition unlocked by a couple of different educations:

  1. Nautical smuggling
  2. Aeronautical smuggling
  3. Railway smuggling
  4. Subterranian smuggling

These would be advanced expedition type activities that require you to unlock them via different education courses. When unlocked you can select a type of production item to smuggle and a destination. The type of item and the destination largely determine the outcomes (you have a bit of control on the "type" of outcomes you get by the type of "inputs" you give to a degree). I could also see some new items that could enhance these to a degree or maybe update existing items to enhance them (mostly vehicle type items).

VAELINN - 13/09/2025, 22:00:37

Yeah sounds good; it's just a shell of an idea. So i am hoping more people come in and start discussing it :) and we can block it out a bit. 

TOMETH - 13/09/2025, 22:03:35

Yup, just contributing my idea to it, I like the sound of it.

about 1 month ago

HUGEACKMAN

158 Total Respect

HUGEACKMAN

158 Respect

about 1 month ago

I like the idea, in my mind I expand it out to be a whole class of things called smuggling. And I would define it as an advanced type of expedition unlocked by a couple of different educations:

  1. Nautical smuggling
  2. Aeronautical smuggling
  3. Railway smuggling
  4. Subterranian smuggling

These would be advanced expedition type activities that require you to unlock them via different education courses. When unlocked you can select a type of production item to smuggle and a destination. The type of item and the destination largely determine the outcomes (you have a bit of control on the "type" of outcomes you get by the type of "inputs" you give to a degree). I could also see some new items that could enhance these to a degree or maybe update existing items to enhance them (mostly vehicle type items).

VAELINN - 13/09/2025, 22:00:37

Tie this in as a cartel activity somehow and I'm so all in on this idea 

"Goodness is not goodness that seeks advantage. Good is good in the final hour, in the deepest pit, without hope, without witness, without reward. Virtue is only virtue in extremis."

about 1 month ago

HUGEACKMAN

158 Total Respect

HUGEACKMAN

158 Respect

about 1 month ago

As I stated in my reply above to Vaelinn I think this should be tied in as a cartel activity somehow.  Make them like expeditions but advanced that requires the cartel to put specific amounts of materials in and then when the mission passes we get payouts for said activity 

"Goodness is not goodness that seeks advantage. Good is good in the final hour, in the deepest pit, without hope, without witness, without reward. Virtue is only virtue in extremis."

about 1 month ago

VAELINN

15 Total Respect

VAELINN

15 Respect

about 1 month ago

Here are three paths I can see to go with for this feature. I will post a poll in discord to get opinions of which I should aim for. Once an option is picked I will do further solutioing to try and provide a plan for implementing it in smaller pieces so it can be available sooner.

 


Option 1

I would strive with this option to stick as closely to Tom’s description as possible so interpret any differences in my suggestion below and Toms suggestion as Tom’s being accurate.

A single cartel activity whereby it can be unlocked by spending rep for the cartel. Once unlocked the cartel can make some upgrades to parts of the submarine to increase storage and potentially other attributes.

Once the cartel has the submarine unlocked members can contribute drugs to smuggle with the submarine based on its storage capacity.

There is a certain minimum amount of drugs required in order to start the smuggling run. Once the minimum is met it can be initiated by the capo (or start automatically?). Rewards will be distributed into the cartel armory.

The cartel capo can make some selections that could impact the awards for the smuggling activity:

  1. Destination
  2. Inputs

Examples: Smuggling weed to a nation like Jamaica could return weapons and armor at a bonus because Jamaica consumes a lot of weed (allegedly)

Smuggling coke to a high tech country could reward a bonus to enhancement items

Smuggling tainted coke/cannabis to be determined.


Option 2

An all user activity like an advanced expedition unlockable by education courses with a couple of different tiers:

  1. Automobile
  2. Train
  3. Airplane
  4. Submarine

A user would be able to contribute drugs to their chosen smuggling operation, depending on the chosen operation + destination + education + (maybe a dedicated sicaro with bonuses?) would determine the duration and possible outcomes.


Option 3

The same as option 1, but instead of it being available to all cartels, it is only available to cartels that hold certain territories. This could be differentiated a bit by some territories having an airplane, some having a train, some having a submarine and some having trucks(or some other kind of cargo hauling vehicle) each with slightly different benefits/advantages (to be discussed more if this option is picked)

Last Edited 19/09/2025, 01:13:53