SuggestedCartel Empire Gameplay Expansion

14 days ago

EL-TERRORISTA

13 Total Respect

EL-TERRORISTA

13 Respect

14 days ago

As-salamu alaykum everyone, it's your friendly neighborhood terrorista here! 

I’m writing this post to throw around a few ideas on this games systems and mechanics that could be brought in to not only attract more players, but also help keep people enjoying and actively playing the game long term through a larger volume of meaningful content.

A lot of this builds off systems that already exist, while expanding them in ways that add depth, choice, and replayability. I wanted to share some thoughts on optional gameplay systems, world-building, PvP, and narrative ideas. Curious to hear what others think and what could realistically fit the game.

Community Control and Regional Influence

CE already has jobs, crimes, and territory control. Expanding regional influence could make player choices feel more meaningful.

  • Protection Networks: Local businesses generate recurring income when controlled. Higher pressure increases profits but raises exposure and resistance, while lighter pressure is safer but slower.

  • Resource Control: Certain regions could temporarily provide bonuses through controlling essential goods like fuel or food distribution. This introduces risk versus reward, where profit comes at the cost of rising attention.

  • Commodity Influence: Control over certain goods could slightly influence supply and demand, creating market shifts without giving players direct price control.

  • Recruitment Choice: Fear-based recruitment is faster but unstable, while loyalty-based recruitment takes longer but produces more reliable crew members.

  • Power and Control Mechanics: Influence meters or faction tension could reflect how much sway players have over regions, NPC communities, or rival cartels, impacting story events, production efficiency, and PvP dynamics.

  • Corruption and Decay Themes: Neglected regions, overexploited resources, or over-aggressive recruitment could trigger penalties like lower income, unrest, or NPC backlash.

Logistics, Operations, and Smuggling

The existing production system could be expanded to include high-risk logistics, smuggling, and black market operations.

  • Smuggling Contracts: Transport operations using existing stats, crew, and territory influence. Success, partial loss, or exposure could affect profit and reputation.

  • Black Market Trading: Rare goods, stolen items, or exotic resources could be sold for high profit, with consequences like increased cartel attention or law enforcement investigations.

  • Rare Resource Operations: High-profit operations with permanent reputational consequences or unlocking elite missions.

  • Hidden Production Sites: Facilities that require upkeep and occasional relocation. Neglect increases the chance of exposure or shutdown.

  • Equipment Supply Chains: Access to higher-tier gear and production tools could depend on influence, territory control, or smuggling networks rather than direct purchase.

Underground Fighting, Gambling, and Entertainment

Optional PvE-style competitions could add variety and risk/reward gameplay.

  • Bare-Knuckle or Fist-Fighting Leagues: Send NPCs or sicarios to compete for reputation, prestige, or cartel points.

  • Animal Competition Events: Underground events with high risk and reward, purely as strategic gambling mechanics for money laundering, territorial control, and illegal revenue generation.

-Cockfighting

-Cowboy Cartel Illegal Horse Races

-Dogfighting

-Fishing

-Bull Wrangling

  • Gambling Dens and Casinos: Expanding beyond existing Blackjack/Wheel of Fortune to include betting on events, mini-games, or underground tournaments.

  • Illegal Racing and Trials: Street races or timed challenges with rewards and reputation gains. Could include NPC-run competitions, hazard-based challenges, or extreme dares that test player stats or crew abilities.

  • Human Dares and Trials: Narrative-driven challenges for NPCs or players to attempt high-risk tasks, with reputation, loot, or story consequences.

PvP Expansion Across CE

PvP could feel more connected to the world and existing systems.

  • Regional PvP Influence: Success in attacks, defenses, or cartel missions could slowly shift regional control, granting small bonuses or disadvantages.

  • Objectives Beyond Attacks: Disrupt rival operations, protect allies, or apply strategic pressure for reputation or cartel points.

  • High-Risk Zones: Certain regions offer higher rewards but increased PvP exposure.

  • Retaliation Systems: Timed retaliation windows encourage strategic conflict and reduce endless chain attacks.

  • Cartel Pressure Mechanics: Coordinated PvP actions can weaken rivals temporarily or slow their production.

  • Defensive PvP: Protecting allies, holding contested zones, or repelling attacks could be as valuable as attacking.

  • Seasonal PvP Events: Short-term conflicts, regional contests, or influence races with leaderboards and prestige rewards.

Conflict, Pressure, and Consequences

PvP and story events could be tied together through systemic consequences.

  • Regional Disruptions: Lockdowns, slowed production, or travel limitations affecting the world map.

  • Psychological Pressure: Fear, intimidation, or influence mechanics reduce rival activity temporarily.

  • Disappearances and Investigations: NPC or crew removal could trigger story events, investigations, or regional instability.

  • Social and Cultural Elements: Folk saints, rituals, or regional beliefs could provide bonuses or unique missions, enhancing immersion.

Missions, Story, and Narrative

Adding narrative depth could increase engagement and give meaning to player actions.

  • Branching Mission Chains: Choices with long-term consequences that impact reputation, territory, or cartel relations.

  • Moral or Strategic Choices: Opt for profit versus safety, fear versus loyalty, or aggressive versus subtle approaches.

  • Seasonal Story Arcs: Temporary world events or crises that shift available missions, rewards, or PvP opportunities.

  • NPC Rivals and Factions: Rivals that evolve over time, forcing players to adapt strategies or alliances.

 

All of these ideas are meant to be optional layers focused on strategy, risk management, and long-term planning rather than shock value. The goal would be to give players more meaningful decisions, more reasons to log in daily, and more variety at mid to late game.

I’d really like to hear input from others on which of these ideas feel the most exciting, what might be unnecessary, and what could realistically be built on top of systems that already exist in game.

Last Edited 07/02/2026, 17:50:41

Responses

14 days ago

THORN_IRONCLAD

-78 Total Respect

THORN_IRONCLAD

-78 Respect

14 days ago

Bold opening, peaceful intentions, constructive feedback, a true character arc in the first paragraph
you get a thorny upvote

13 days ago

DICTATER

122 Total Respect

DICTATER

122 Respect

13 days ago

I like the cockfighting part

O
Let Down
Radiohead
0:00 0:00
Playlist
Lyrics — Let Down
Transport, motorways and tramlines
Starting and then stopping
Taking off and landing

The emptiest of feelings
Disappointed people
Clinging onto bottles

Let down and hanging around
Crushed like a bug in the ground
Let down and hanging around...

11 days ago

TONYALBERTANA

2 Total Respect

TONYALBERTANA

2 Respect

11 days ago

As-salamu alaykum everyone, it's your friendly neighborhood terrorista here! 

I’m writing this post to throw around a few ideas on this games systems and mechanics that could be brought in to not only attract more players, but also help keep people enjoying and actively playing the game long term through a larger volume of meaningful content.

A lot of this builds off systems that already exist, while expanding them in ways that add depth, choice, and replayability. I wanted to share some thoughts on optional gameplay systems, world-building, PvP, and narrative ideas. Curious to hear what others think and what could realistically fit the game.

Community Control and Regional Influence

CE already has jobs, crimes, and territory control. Expanding regional influence could make player choices feel more meaningful.

  • Protection Networks: Local businesses generate recurring income when controlled. Higher pressure increases profits but raises exposure and resistance, while lighter pressure is safer but slower.

  • Resource Control: Certain regions could temporarily provide bonuses through controlling essential goods like fuel or food distribution. This introduces risk versus reward, where profit comes at the cost of rising attention.

  • Commodity Influence: Control over certain goods could slightly influence supply and demand, creating market shifts without giving players direct price control.

  • Recruitment Choice: Fear-based recruitment is faster but unstable, while loyalty-based recruitment takes longer but produces more reliable crew members.

  • Power and Control Mechanics: Influence meters or faction tension could reflect how much sway players have over regions, NPC communities, or rival cartels, impacting story events, production efficiency, and PvP dynamics.

  • Corruption and Decay Themes: Neglected regions, overexploited resources, or over-aggressive recruitment could trigger penalties like lower income, unrest, or NPC backlash.

Logistics, Operations, and Smuggling

The existing production system could be expanded to include high-risk logistics, smuggling, and black market operations.

  • Smuggling Contracts: Transport operations using existing stats, crew, and territory influence. Success, partial loss, or exposure could affect profit and reputation.

  • Black Market Trading: Rare goods, stolen items, or exotic resources could be sold for high profit, with consequences like increased cartel attention or law enforcement investigations.

  • Rare Resource Operations: High-profit operations with permanent reputational consequences or unlocking elite missions.

  • Hidden Production Sites: Facilities that require upkeep and occasional relocation. Neglect increases the chance of exposure or shutdown.

  • Equipment Supply Chains: Access to higher-tier gear and production tools could depend on influence, territory control, or smuggling networks rather than direct purchase.

Underground Fighting, Gambling, and Entertainment

Optional PvE-style competitions could add variety and risk/reward gameplay.

  • Bare-Knuckle or Fist-Fighting Leagues: Send NPCs or sicarios to compete for reputation, prestige, or cartel points.

  • Animal Competition Events: Underground events with high risk and reward, purely as strategic gambling mechanics for money laundering, territorial control, and illegal revenue generation.

-Cockfighting

-Cowboy Cartel Illegal Horse Races

-Dogfighting

-Fishing

-Bull Wrangling

  • Gambling Dens and Casinos: Expanding beyond existing Blackjack/Wheel of Fortune to include betting on events, mini-games, or underground tournaments.

  • Illegal Racing and Trials: Street races or timed challenges with rewards and reputation gains. Could include NPC-run competitions, hazard-based challenges, or extreme dares that test player stats or crew abilities.

  • Human Dares and Trials: Narrative-driven challenges for NPCs or players to attempt high-risk tasks, with reputation, loot, or story consequences.

PvP Expansion Across CE

PvP could feel more connected to the world and existing systems.

  • Regional PvP Influence: Success in attacks, defenses, or cartel missions could slowly shift regional control, granting small bonuses or disadvantages.

  • Objectives Beyond Attacks: Disrupt rival operations, protect allies, or apply strategic pressure for reputation or cartel points.

  • High-Risk Zones: Certain regions offer higher rewards but increased PvP exposure.

  • Retaliation Systems: Timed retaliation windows encourage strategic conflict and reduce endless chain attacks.

  • Cartel Pressure Mechanics: Coordinated PvP actions can weaken rivals temporarily or slow their production.

  • Defensive PvP: Protecting allies, holding contested zones, or repelling attacks could be as valuable as attacking.

  • Seasonal PvP Events: Short-term conflicts, regional contests, or influence races with leaderboards and prestige rewards.

Conflict, Pressure, and Consequences

PvP and story events could be tied together through systemic consequences.

  • Regional Disruptions: Lockdowns, slowed production, or travel limitations affecting the world map.

  • Psychological Pressure: Fear, intimidation, or influence mechanics reduce rival activity temporarily.

  • Disappearances and Investigations: NPC or crew removal could trigger story events, investigations, or regional instability.

  • Social and Cultural Elements: Folk saints, rituals, or regional beliefs could provide bonuses or unique missions, enhancing immersion.

Missions, Story, and Narrative

Adding narrative depth could increase engagement and give meaning to player actions.

  • Branching Mission Chains: Choices with long-term consequences that impact reputation, territory, or cartel relations.

  • Moral or Strategic Choices: Opt for profit versus safety, fear versus loyalty, or aggressive versus subtle approaches.

  • Seasonal Story Arcs: Temporary world events or crises that shift available missions, rewards, or PvP opportunities.

  • NPC Rivals and Factions: Rivals that evolve over time, forcing players to adapt strategies or alliances.

 

All of these ideas are meant to be optional layers focused on strategy, risk management, and long-term planning rather than shock value. The goal would be to give players more meaningful decisions, more reasons to log in daily, and more variety at mid to late game.

I’d really like to hear input from others on which of these ideas feel the most exciting, what might be unnecessary, and what could realistically be built on top of systems that already exist in game.

EL-TERRORISTA - 07/02/2026, 17:33:40

It'd be sick if the Devs expanded on the story-line. Maybe add more story content that can be unclocked by reaching certain stats, have certain decisions influence gains from jobs etc. 
I was thinking that the Devs could use the Supporter Points (SP) to allow players to progress throghout the story/unlock chapters, with each chapter costing a bit more SP thus intorducing a more mindful/useful use of Points.

Truthfully, this game can still be developed in a way that could benefit the playerbase and Devs at the same time.

7 days ago

TYRAN

19 Total Respect

TYRAN

19 Respect

7 days ago

I like your ideas R+