Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
Yeah, I'd see the more advanced steps as entirely optional, for an increase to either yield or quality. You could still buy high quality pseudo and only need to filter to produce heavenly meth (which still isn't a thing), for the people who enjoy the simplicity, they can just fall back on the older/slower/more expensive methods.
As for the realism being dangerous, it's very soft realism, if it went into specific quantities, mass, moles, volume and so on rather than "One unit of acetone" et cetera, it could maybe lead to illegal activity, though highly realistic firearms sims exist (and there's no reason they shouldn't) so this should be much less of a concern to people. After all, if you want to make cocaine, you're going to need much more than a few coca plants to produce more than a few dozen milligrams. Though I do see where you're coming from.
Dev has said Heroin is on the roadmap though and given that poppy seeds are something you can pickup from a bagel, I'd assume it's closer to the Aussie homebake method where you start with morphine and heat with AA to produce Heroin.
Or you grow a single poppy, scrape the opium, cauldron it and put it in the oven where it magically transforms.
you could easily kill the fun of the game for about 75% of the players with such a move
Go to the steam page for Schedule 1.
Now look at the tags.
See the first one?
Tell me what it says.
Also, what does adding soil. planting a seed, making sure a plant has light and watering it constantly feel like to you? An arcade game?
Also, you appear to have not read the thread title, where it says optional you'd be able to do all of your basic synthesis teks and rely on Shirley to provide you higher quality pseudo, or spend time drying leaves/growing more coca with these suggestions. I'm hardly demanding you pay your electricity bill monthly, your phone contract and eat/drink to not die now, am I?
Though speaking of eating and drinking, the toilet in game needs a use. We need to make Jenkem too. That needs roadmapped.
Currently chemists cost more than any other employee and do the easiest task in-game, which is picking a few things up, stirring, pouring and setting a dial. Even less if it's cocaine you have them working on, which is "throw leaves in cauldron, wait, put base in oven".
By the time these optional changes would have any major effect on your empire, you'd probably have at least one chemist working for you, who'd actually earn their pay by doing the more complex, but slightly more time consuming synths/extractions.
Reminds me of this dude I knew way back in the day who would "clean" meth. I don't know what he did but he would take garbage ass street crank and turn it into glass. The yield would be a lot less but it was a whole other level of quality.
Cannabis (ironically the only Schedule I drug in Schedule 1, cocaine and meth are schedule II federally as coke has a single medical use-case and meth is used to treat ADHD or get people to lose weight prior to surgery which they'd be too obese to undergo otherwise) growing is accelerated, though quite detailed and correct in the way it's done.
Meth manufacture does indeed use red phosphorous and pseudoephedrine (sudo/pseudo) for some (most clandestine) synthesis methods.
The actual 'recipes' for drug production are far flung from anything my OP (which skips a lot) and would require controlled factors that wouldn't be in-game such as quantity of solvent, temperatures, quality of solvent/product and so on. With some of the roadmapped features, I can't see how they're going to be done without going into at least some detail.
Also, someone can just go down to their local library and request a copy of PiKHAL or TiKHAL if they want detailed guides on synthesis. Or go to one of many websites I won't name here.
I'm not suggesting the game start telling people how to get lithium from batteries here and what to do with it. Just some ways to boost purity/yield based on very basic principles, like "blend coca leaves to increase surface area" everything else in the OP used to be a single google search away before google started making a 'responsible search engine' at which point it isn't really a search engine, but I'm going off-topic on that.
If you want to quickly up your income, but cut down on complexity but not max your potential income out for the tools you can get, then you could either buy better pseudo from Shirley, let your coca leaves dry on a rack, or let a chemist do these steps automatically for you. Realistically it wouldn't be much different to selling raw product (4 weed strains, meth and coke) to selling something that'd you've put through the mixer 4-6 times. You still have simplicity, or you have a complex option.
The mixer does this, but if the gameplay loop is just "Make basic product, insert into mixer, rinse repeat" then the gameplay loop will get stale after a while. Adding more products (Heroin, MDMA and shrooms are all apparently roadmapped) will maybe alleviate this, but more options is always a good thing, so long as those options aren't a necessity.
Walter took a lot of pride in his work. Why shouldn't we as well?
+1 to making it optional.
Yeah, personally I wouldn't mind if it was necessary, though a lot of people like the casual sim aspect and having it as an optional sidegrade way to increase the purity or yield seems like it would be fitting for all players, rather than railroading players who like doing things simply.
As I'd said, it would also make the chemist more useful. Currently he gets paid the most daily and does the least, can't even take stuff from shelves, so realistically a chemist (automated) costs 500 dollars a day as you need a handler. Having the chemist boost the quality based on the tools provided (filters, acetone (could just be called "Solvent" so as to not br overly instructional), pipettes (held by default) or separating funnels on a T2 bench by default seems like the way to go. Currently, compared to the botanist, the chemist does very little.
Yeah, some complexity to cooking would definitely make it more engaging, so long as it's optional, I dont see it being any more of an ossue than watering plants frequently to increase quality. Not a necessity, but something that people who find that sort of thing fun to be something they'll do. I've a friend I olay with and he exclusively works on grows because he wants to max out the weed quality. Habing something similar with chemistry would be good too.
On the weed side of things, a 'sifter' should be a table/machine (V1 being manual V2 being semi-automated. You sift the weed to remove the trichomes and make kief, 20 buds makes kief which you can bag, or press into a block of hash.
Again, not straight upgrades, just more choice. Maybe more easily concealed if we get hidden pockets.