SuggestedMake Cannabis Great Again

6 months ago

DIABLO

995 Total Respect

DIABLO

995 Respect

6 months ago

I'm aware that Cannabis as an item is currently of little to no use to anybody. I'd like your best ideas on what possible effects it could have, including influencing other features of the game such as the gym, University, Expeditions etc.

Creator of Cartel Empire, hope you enjoy!

Responses

6 months ago

MREDDY

-2 Total Respect

MREDDY

-2 Respect

6 months ago

Make it as a edible food you can make from cannabis like brownies, cookies. Also It would require you a "chef" skill kinda like cooking skill.

Last Edited 10/07/2024, 07:47:38

6 months ago

MUTE

32 Total Respect

MUTE

32 Respect

6 months ago

Don't know if these would compete with coke, but I had a couple of ideas.

10% increase in rep gains from jobs for 3hrs.

10% increase to gains from studying in university for 3 hrs.

Maybe if you expand expeditions we could equip our sicarios with cannabis for the 'Drug Deal' mission, to sell for a slightly better price, if it succeeds.

 

6 months ago

IEJEN

48 Total Respect

IEJEN

48 Respect

6 months ago

All stats +10% for the next attack (not-stackable)

 

 


6 months ago

K9ER

127 Total Respect

K9ER

127 Respect

6 months ago

Maybe you could make it equippable to sicarios as a temporary item to slightly increase expedition success chances

please like this post so i can increase my battlestats!!!!!

6 months ago

KAMERPLANT666

21 Total Respect

KAMERPLANT666

21 Respect

6 months ago

Make it (slightly?) increase your intelligence gain depending on current int. level.

 

currently we've got cocaine and alcohol for the 'endgame'-ish users for their rep & stats gain. Due to it being rare its expensive as hell and not really accessible for any new-ish players.

My suggestion would be to make weed an option for early-mid game by the following concept:

 

intelligence <20 + weed is 30min's of 200% intelligence gain boost. 

intelligence <30 + weed is 30min's of 180% intelligence gain boost.

Etc etc up to intelligence 70 or something. These numbers are obviously fully made up but you get the gist.

 

The reason:

It'll allow more variety in the early game (the meta seems to grind rep till cocaine fields as stats don't really matter till you waited 70(?) days for your intelligence to actually be viable to train your int stat yourself. 

A low cost - high turnaround drug is perfect for an active market and would make trading more viable & allow new players more activity on the market and trade chat. 

 

 

 

 

 

6 months ago

QEZ

12 Total Respect

QEZ

12 Respect

6 months ago

I think it'll be very hard to make it compete with coke at the end game.

 

I think some active boost to jobs specifically robbery would be cool make it a low level active use drug.

probably something like 2x success chance and 10% more loot that way even rich players might use it esp when 0% after a prestiege. 

 

Alot of the noobs i know are using 0 drugs or like a coke or two every so often when they can afford it. Allowing them to alternate between weed for making money and coke for spending it could create an interesting route for new players to try to minmax. 

 

am qez

6 months ago

N_E_X_U_S

15 Total Respect

N_E_X_U_S

15 Respect

6 months ago

I have a slighly alternative idea, I like some of the above about expedition success rates etc, but I was thinking due to the sheer volume you can create through having 20 plus farms, 

Use cannabis to fuel another prodcution. E.g. Create "Medical Grade Cannabis" this uses x amount of cannabis to make 1 new item which then can be sold or used as a booster. Could be higher BS gain or the ability to pick which BS is affects giving players the option to tweak the new item as per their attacking style. This would fuel the purchase of fert, weed farms and then you could either sell the cannabis to players or the den, or if you've enough rep use it on the other production line to make the new item.

6 months ago

EL-CHAPO

13 Total Respect

EL-CHAPO

13 Respect

6 months ago

Cannabis Gains Intelligence I've Played Another Game Where There's Items To Increase Intelligence... However VERY VERY Little "Permanent" Increase To Intelligence.. Maybe Again, a very rough rough idea. Something where cannabis. It gains a little bit of intelligence why?

 People are taking it and having to choose between cocaine. Or cannabis for their drug? But they're gonna get a little bit more intelligence. I don't know exactly how much I mean It's gotta be pretty small... And then eventually when she get here intelligence gains up, you'll be on the cocaine path.  

 

I've also seen it brought up about temporary. That could work too..

Last Edited 10/07/2024, 10:23:08

6 months ago

SAGE

100 Total Respect

SAGE

100 Respect

6 months ago

Imho, thinning the supply and increasing non existing demand.

Stackable cooldown to 5 minutes

0.1%-0.5% job success increase per cannabis.

Up to 288 cannabis could be taken.

Up to 60% success rate, cartel jobs perks excluded.

Only applicable before doing the job and after the job done, the buff gone.

Simply make new player able to do hacking and blackmail at day 1 without 1k int, at a cost of lots of cannabis.

May undirectly affect the coke consumption rate for people who want to grind the jobs.

 

Or same cooldown but gain ~0.002% on random stats. In total of ~0.578% stats increase daily.

Simply a mini SEs and its randomly increase a stat.

Could directly stop the coke intake for older players. Might need a deep test for this as i think this is the best way to make cannabis shine





Live with SAGE [1999]

 

Sage 2

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6 months ago

VOX

39 Total Respect

VOX

39 Respect

6 months ago

Use of cannabis could contribute to an intelligence stat, such as 0.035% to a particular university course concurrent to whatever course is already going.

Great game!