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Nevermore

The Big Boy Addiction Topic

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Nevermore

Okay so with the hopes of a new script being added to introduce drugs I thought I'd create such a topic to increase the benefits, roleplay around items and the actual factor of just using them in general. The problem with additions in a game like SAMP is they need to matter, yeah people buy cigarettes to look cool or something to do, people go to a bar in game and have a drink but the issue is there's no actual benefit for such actions and with benefits come more users, creating a whole new economy and boosting minor activity roleplay.

 

What I'd like to disclose in this topic.

Addiction rates.

Sellable Items.

Benefits.

 

Cigarettes - Addiction 15% - No benefit currently, hard to decide.

Cigars -  Addiction 35% - No benefit currently, also hard to decide.

Alcohol - Addiction 20% - Adds drunk text and drunk walk style, also benefit needs to be discussed. Good feeling benefit 5hp.

Moonshine - Addiction 40% - Adds drunk text and drunk walk style, benefit needs to be discussed. Good feeling benefit 10hp.

Marijuana - Addiction 20% - Can add high text, also benefits to a good feeling factor, 10hp.

Cocaine - Addiction 45% - Depending on purity, max HP boost 250hp, increases strength by 20%, addiction rate deletes HP by certain % of addiction.

Ketamine - Addiction 20% - Also depending on purity, max hp boost 150hp but also adds slurred text speech.

Ecstacy - Addiction 25% - Max hp boost 200hp, increase strength by 10%, addiction rate affects HP (Maybe stamina if added due to fatigue).

Adderal - Addiction 50% - Max hp boost 120hp, doesn't increase strength, deletes HP.

Steriods - Addiction 20% - Max HP boost 250hp, strength boost 25%, can cause health issues.

Magic Mushrooms - Addiction 10%, no strength boost, the community can invent what they want, not many IRL contributes other than seeing some funny shit.

 

This is just a rough idea, with drugs you need to invent pro's and cons, there HAS to be pro's otherwise what's the point of using them. That needs to be added, also diseases should be added as using certain drugs can add health risks, and that can be led to addiction health loss and certain diseases will boost that health loss or majorly decrease strength, and then you could even think about strength checks on people, that could also be implemented, this is a short summary of an idea, please don't criticize it too much. It's just the base idea, not the final decision. Enjoy!

 

 

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diddle

I love this and would be happy to see this implemented on the server.

If you want to get rid of your addiction, you have to make an appointment with a FD member.

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Snob

I would like to see this as a feauture in game, I like it.

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Negan

Support, could be nice to see this feature.

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BranHUN

It would add a lot of depth to the game, and the future drugs market.

 

/support

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Toxic.
Posted (edited)

Supporting this. Make the screen blurry and shaky when using alcohol n certain drugs aswell.

Edited by Toxic.

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Mikee

Yeah, supporting.

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HappyToker

Looks alot like the drug systems I've seen on medium RP servers 0.o anyhow, don't see this getting coded anytime soon, but I will be supporting it.

+1

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Pojus

Great suggestion, I support that.

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Bluman
Posted (edited)
On 6/16/2018 at 8:49 PM, Nevermore said:

Cigarettes - Addiction 15% - No benefit currently, hard to decide.

Cigars -  Addiction 35% - No benefit currently, also hard to decide.

 

 

 

Ketamine - Addiction 20% - Also depending on purity, max hp boost 150hp but also adds slurred text speech.

Ecstacy - Addiction 25% - Max hp boost 200hp, increase strength by 10%, addiction rate affects HP (Maybe stamina if added due to fatigue).

Nice thoughts dude, a lot of it I agree with except for these 4:

  • Cigs ought to be the most addictive out of these four by far.
  • Cigars are really not that addictive, smoking cigars is more of a retirement thing or a 'hobby' because you don't actually inhale. It's a calmer more than a stress reliever.
  • Ketamine and ecstasy aren't addictive at all. There's no such thing as cold turkey on pills/ket and it's more of a mental addiction rather than a physical addiction. While on a comedown you might be enticed to drop another but other than that they're a very easy habit to kick.

Other than that, great work and I agree wholly.

Edited by Bluman

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Volk420

And viagra please, 300hp boost (Can cause walking issues because of big increase of genitalia)

  • Haha 2

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FlowN

How would a drug addiction script work right now? If you use some sort of addiction-starter once you'll be addicted, but you need players to buy the substance from in order to cancel the negative effects. I think the benefits should be implemented firstly and leave role playing addiction effects to players, maybe be able to toggle the negative effects server-wide. 

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Nevermore
59 minutes ago, Volk420 said:

And viagra please, 300hp boost (Can cause walking issues because of big increase of genitalia)

 

Pahahaha I got you 😂😂

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Nevermore
Posted (edited)
8 minutes ago, FlowN said:

How would a drug addiction script work right now? If you use some sort of addiction-starter once you'll be addicted, but you need players to buy the substance from in order to cancel the negative effects. I think the benefits should be implemented firstly and leave role playing addiction effects to players, maybe be able to toggle the negative effects server-wide. 

 

I know benefits should be added straight away as that's an easy task. Should be released within the first drug update. Then instantly start work on addiction as it'll take a while to do

Edited by Nevermore

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syler

It's ironic to see people supporting this idea but then also absolutely tearing apart any other RPG-aspects found within the script. Drugs that give players health boosts are moronic. Consuming drugs in real life doesn't let you survive a gun-shot to the leg with no issues, it doesn't prevent bleeding. Some of the addiction percentages aswell are also way too high, for example:

 

Cigarettes should have one of the highest addiction chances possible. Nicotine (which is found within cigarettes) is highly addictive in large quantities.

 

Atop of this, you're very unlikely to get addicted to marijuana. I've been smoking it for the past two months and I've had no issues but my brother has been smoking it for the past six years (until half a year ago) and stopped with absolutely no issues.

 

As Bluman said aswell: it's very unlikely to get addicted to Ecstasy or Ketamine unless they're laced with some sort of addictive substance. If it's pure then you should have little to no issues when it comes to stopping use of the drugs.

 

Overall, I agree with the fact that people should be forced to roleplay the consequences surrounding drug usage (addiction and withdrawl) as it provides roleplay for the drug abuser and even those who they may seek help off of (the Fire Department for example) but the strength and health boost is extremely moronic and delves way too far in to the RPG spectrum. It's just not needed. People use drugs recreationally in real-life because it's fun and helps people escape their real lives, they don't do it to get super-human powers and take gun shots to the head without issue.

 

I see what you may say though: "..but there's no way to accurately portray what it's like to be high on drugs." or whatever, and I agree, but with the health boosts only comes abuse and people (even legal characters) are going to be sniffing up cocaine or whatever for that extra HP and this is especially big for DM squads. I don't feel as if it should be added. I agree with the drunk walk animation and slurred text, however.

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