SuggestedMaking Drugs Great Again

about 2 months ago

DIABLO

1,506 Total Respect

DIABLO

1,506 Respect

about 2 months ago

I'm looking for feedback on an idea I've started working on to improve the current state of the Weed Fields Production building and the Cannabis items. All values and effects shown below are initial ideas and have not been balanced yet.

Overall, I'd say the current state of the Weed Fields is very poor, Cannabis itself sees little use and is rather niche, and although the concept of Drug prices changing over time is something I would like to pursue further and add some actual depth to, it's also in a rather poor state currently due to being entirely random.

In order to fix some of the issues mentioned I believe the changes mentioned below may make it all a lot more interesting and more viable as a Production building -

Update Weed Fields

  • Change 'Weed Fields' to 'Drug Production Factories' or a similar generic name/theming to allow us to extend the number of items produced from one drug to many low-level new drug items.

New Drugs

  • New Drug Items to allow buffing each of the other Combat Stats, plus a few with various different effects -
    • Rage Injector -
      • Increases Strength by 30% for 15 minutes. Increases Drug cooldown by 60 minutes. Possible overdose effect of -10% all Combat Stats
    • Sprint Serum -
      • Increases Speed by 30% for 15 minutes. Increases Drug cooldown by 60 minutes. Possible overdose effect of -10% all Combat Stats
    • Focus Stimulant -
      • Increases Accuracy by 30% for 15 minutes. Increases Drug cooldown by 60 minutes. Possible overdose effect of -10% all Combat Stats
    • Adrenaline Shot -
      • Increases  Strength by 20%, Speed by 10%, & reduces Defence by 30% for 15 minutes. Increases Drug cooldown by 60 minutes. Possible overdose effect of -20% all Combat Stats
    • Combat Stim -
      • Increases all Combat Stats by 50% & Attack Energy consumption by 5 for 6 hours . Increases Drug cooldown by 12 hours. Possible overdose effect of -20% all Combat Stats
    • Painkillers -
      • Reduces all incoming damage by 10%, also reduces Speed & Accuracy by 10% for 15 minutes. Increased Drug cooldown by 60 minutes.
    • Focus Pills -
      • Increases Job Success rate by 10%, reduces all Combat Stats by 20% for 6 hours. Increases Drug Cooldown by 12 hours. 

Cannabis & Cocaine Price Changes

Cannabis & Cocaine have long been sellable in the Drug Den, with prices changing daily. I like the core concept of the system but as it stands it's unrewarding and due to being entirely random has some significant quirks including Cannabis going into negative value some time ago. I'd like to make it less chaotic whilst still not being just a simple case of buying at the lowest value and selling at the highest.

The core idea is basically a hidden equilibrium price + player pressure + dampening, which is all a fancy way to say that each item will be given a hidden 'true value' which can be impacted by player activity in-game, however when that pressure continue to grow in one direction there's a rubberband effect where the higher or lower the value, the greater the pressure on the price to move back towards it's true value.

The "Player pressure" element of this would need to be selected carefully such that the community at large impacts the price but it's not easily manipulated by a small subset of players or even a collection of Cartels working together, this could be along the lines of usage of each item or number of attacks in the past 24 hours or similar metrics which give a good view of how the community at large is acting. Longer term we could even hook in something like supply so that players over-producing & under-consuming Cannabis for example puts pressure on the price crashing.

Last Edited 14/05/2026, 09:20:51

Creator of Cartel Empire, hope you enjoy!

Responses

about 2 months ago

GOON

27 Total Respect

GOON

27 Respect

about 2 months ago

I like it and seems balanced except for "Increases Job Success rate by 10%, reduces all Combat Stats by 20% for 6 hours. Increases Drug Cooldown by 12 hours." I feel like not many people will use this one with 12 hrs being pretty rough

about 2 months ago

DIABLO

1,506 Total Respect

DIABLO

1,506 Respect

about 2 months ago

I like it and seems balanced except for "Increases Job Success rate by 10%, reduces all Combat Stats by 20% for 6 hours. Increases Drug Cooldown by 12 hours." I feel like not many people will use this one with 12 hrs being pretty rough

GOON - 14/05/2026, 10:50:24

My thinking was that this allows those focusing on Jobs to optimise it slightly, with the disadvantage that they're effectively locked in to that for the day, but we'll spend some proper time balancing everything as best we can if we go with this approach.

Creator of Cartel Empire, hope you enjoy!

about 2 months ago

VAELINN

435 Total Respect

VAELINN

435 Respect

about 2 months ago

I think the new drugs would make the premium prestige on the drug factories more valuable for players who are interested in a specific drug, it would have to be updated to handle more than two options so would likely need to move away from the slider.

I think the variety of suggested drugs sounds good and I like that there is a non combat oriented drug in the mix.

I initially worried a bit about the combo of cannabis and painkillers for defense mains, but I think painkillers would also work for an agility main so that seems fair.

I could see an interesting secondary usage for the focus pills in the future as a consumable for sicaros on expeditions to possibly increase expedition odds too as a mechanic (just throwing ideas out for additional usages that come to mind - no pressure)

I like the idea of the underlying pricing changes (sounds fun to implement too)

about 2 months ago

IEJEN

156 Total Respect

IEJEN

156 Respect

about 2 months ago

Can we not combine it instead of replace it? Make different (strains) varieties of cannabis with different buffs?

about 2 months ago

BOONIESTEEP

196 Total Respect

BOONIESTEEP

196 Respect

about 2 months ago

The idea of the Focus Pills is not bad for new players who have low int, people who can't afford a full day of cocaine, or people who really want to focus on jobs. To make it more meaningful though, I'd suggest it having these effects:

+10% job success rate, +20% int gains, +20% job xp and rewards

If Adrenaline Shot shot also reduced Agility by 30%, it would have a use case for rep farming targets (to make them easier to hit by debuffing them) which I'd love to see.

The idea to have these be weed strains is quite fun, upvoting that.

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about 2 months ago

HERPSAC

55 Total Respect

HERPSAC

55 Respect

about 2 months ago

I like it and seems balanced except for "Increases Job Success rate by 10%, reduces all Combat Stats by 20% for 6 hours. Increases Drug Cooldown by 12 hours." I feel like not many people will use this one with 12 hrs being pretty rough

GOON - 14/05/2026, 10:50:24

My thinking was that this allows those focusing on Jobs to optimise it slightly, with the disadvantage that they're effectively locked in to that for the day, but we'll spend some proper time balancing everything as best we can if we go with this approach.

DIABLO - 14/05/2026, 10:58:19

if i have a 50% success rate, is 10% increase going to make it 55% chance of success or 60%?

 

ALSO ALSO, aint speed and accuracy the same thing? TSK TSK diablo this aint torn

Last Edited 14/05/2026, 16:15:00

about 1 month ago

BOONIESTEEP

196 Total Respect

BOONIESTEEP

196 Respect

about 1 month ago

Some further thoughts:

1. The easier and cleaner way to implement this is to have a shop that uses weed as currency, that then sells the proposed items. Otherwise prestige settings become a headache and we end up with more low quantity, marginally useful junk being generated in our inventory (trauma kits anyone?).  Having a shop would mean no changes needed to the production side.

2. If the idea is the generate more demand/use for cannabis/cannabis 2.0, it should be a serious competitor to 8 coke/day and none of the proposed items really are - they are more niche items that would be very occasionally used.

If something uses the same drug cd as coke, it has to be a meaningful daily alternative to the energy gained from coke. On top of that, weed is generated in much larger numbers than coke, so it being realistically consumed and not overproduced is very unlikely.

Weed as currency might be the better road to go down on - smuggling does that indirectly, and these new items could do that too.

We could go even more imaginative - a church with crazy effects running only on weed, new cartel perks with weed, equipment tradable only for weed - anything that would be interesting to gate behind community production efforts, not just simply unlockable with cash.

Last Edited 15/05/2026, 00:10:34

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about 1 month ago

N_E_X_U_S

65 Total Respect

N_E_X_U_S

65 Respect

about 1 month ago

^in relation to point 1 in Booniesteep, you could keep weed as is and just allow an option before you take it on the effect you want it to do. Or using it as a currency sounds good, buy the new items with weed. 

If it's a new production facility, do you keep the rank you're at now? If not do weed fields disappear, what happens to the achievements? You'd go into negative points if they were removed but if you kept them it wouldn't be fair on those who haven't got those achievement points yet. 

Regarding cooldowns, I see this as an item for wars so it's ok to be in same cooldown, with new proposed territory war you'd might want to use these instead of coke anyway as that would debuff stats when you're fighting. 

12 days ago

SHIPPUDEN06

118 Total Respect

SHIPPUDEN06

118 Respect

12 days ago

Last Edited 16/06/2026, 10:04:59

                                                                                                                                                       CE MILESTONES
Day 00 08:32   05/24/2025   00k Rep
Day 11 10:13   06/04/2025   50k Rep

Day 17 17:38   06/10/2025   100k rep
Day 20 15:02   06/13/2025   150k rep
Day 25 18:26   06/18/2025   200k rep
Day 29 09:06   06/22/2025   250k rep
Day 34 09:12   06/27/2025   300k rep 
Day 36 09:12   
06/29/2025   320k rep [exactly 320,000] 
Day 38 11:06   07/01/2025   350k rep

Day 42 02:54   07/05/2025   400k rep
Day 45 09:38   07/08/2025   450k rep

Day 48 17:33   07/11/2025   500k rep
Day 52 01:49   07/15/2025   550k rep
Day 54 17:03   07/17/2025   600k rep
Day 57 17:54   07/20/2025   650k rep
Day 59 03:18   07/22/2025   670k rep [exactly 670,000 & i have more rep than DIABLO xD]
Day 60 18:58   07/23/2025   700k rep
Day 64 04:27   07/27/2025   750k rep
Day 67 02:42   07/30/2025   800k rep
Day 69 19:59   08/01/2025   850k rep
Day 73 03:59   08/05/2025   900k rep
Day 75 19:10   08/07/2025   950k rep
Day 77 04:39   08/09/2025   970k rep [exactly 970,000]
Day 78 17:24   08/10/2025   1000k rep [Rank # 100 @ 1,000,050 Reputation] --> marks the end of Rep Grind
{MADE IT WITHOUT ANYBODY'S HELP, ONLY REP TARGETS WERE HIT DURING THIS ENDEAVOUR}
Day 115 04:40  09/16/2025 You completed the Farm Robbery job, earning £245 and 20 rep!
You gained x9 Bag of Fertiliser --> Marks exactly 1,120,000 rep [MAXIMUM relevant REP to achieve]


Day 32 17:43  06/24/2025 3RD OD
Day 34 15:14  06/26/2025 4th OD
Day 40 05:34  07/02/2025 5th OD
Day 58 19:20  07/21/2025 6th Coke OD
Day 67 16:56  07/31/2025 7th Coke OD
Day 71 13:19  08/04/2025 8th Coke OD

https://cartelempire.online/Trade/View/F16CF6F2-DE41-4940-B3A5-5D178ACF01DC

 
attack me ill give you 200k i will give bandage and i am buying crimson star

DAY 249 12:03 01/28/2026 ~~ 1 Billion Battle Stats [631m STR, 300m DEF, 12k AGI, 69m ACC]
DAY 277 07:49:18
02/25/2026 ~~ 1 Billion STR || 367m def, 12m agi, 72m acc
DAY 308 05:08:38 03/28/2026 ~~ 2 Billion Battle Stats [1b STR, 485m DEF, 15m AGI, 500m ACC]