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Hubschrauber

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  1. IFKNLOVEHONEY liked a post in a topic by Hubschrauber in A NEW AND INVENTIVE MONEY MAKER SET TO BLOW YOUR TASTE BUDS AWAY   
    You have to admit, that first picture of honey looks really tasty. 
  2. Hubschrauber liked a post in a topic by IFKNLOVEHONEY in A NEW AND INVENTIVE MONEY MAKER SET TO BLOW YOUR TASTE BUDS AWAY   
    Dear Governor, Great news! Your shipment of Efstratios Queen Bees (Apis mellifera cecropia) packed by our wonderful busy bees at Efstratios Honey is pending pick up by our courier at Agia Marina. As soon as it  is picked up and scanned by our courier we will send the air-tracking information including an estimated time of arrival at your office in Pygros.
    We at Efstratios Honey wish you the best of luck in your repopulation efforts!
    -----------------------------------------------------------------------------------------------------------------------------------------------
     

    Honey
    A beginner/intermediate money maker
     
     
    TABLE OF CONTENTS
    1. Conception
    1.1. Roleplay implications/story influences
    2. Potential balancing
    2.1. Product Specifics
    2.2. Pricing
    3. Epilogue
    ---------------------------------------------------------------------------------------------------------------------------------------------
    Conception
    Honey, is an intermediate legal money maker with illegal implications. Honey would be a field-gatherable item (Raw Honey) able to be produced into three distinct products. 
    On the legal end of the spectrum we have Lemnos Honey. This functions as the beginner route - much like legal Weed Field into Dispensary. This would require the partitioning or introduction of an additional building (or NPC such as PCP) to operate as a processing facility. This would net the smallest profit out of the three but provide a new beginner money-maker alongside Weed Field.
    Illegally, we have two potential end products.
    1. Mad Honey; and
    2. Mead
    Mad Honey functions as our narcotic alternative utilising an already established drug field alongside the new Honey Field. Mad Honey is a mixture of Dark Fungi and our Raw Honey to make a potent psychoactive drug favoured for its easy consumption - a consequence of the rich honey farmed. In order to avoid the need to add more objects, this should be processable at the LSD Sheet Factory as another scroll-menu option (not unlike the multiple options offered at Spirit Distillery). I imagine this being the highest upfront profit product able to be produced. Unlike LSD however, being a 'food' item this should be sellable to Wong's keeping in line with his theme.
    Mead functions as our 'passive' money maker. This proposal would remove the long-forgotten Whiskey varieties offered in the game currently. Its unique identifiers being a two-component alcohol - being only Water and Honey and an extremely long aging time to balance the two-component nature of the alcohol. Obviously, Mead, not being a Spirit would not make much sense to be distilled at the Spirit Distillery, however, in line with being a replacement for Whiskey and not wanting to create more entities than needed should still be 'distilled' at the Spirit Distillery. Keeping in line with the theme of Spirit Distillery a name change to Fortified Mead or Honey Jack may be appropriate here.
    I see Mead (Fortified Mead/Honey Jack) aging as such (aging quantity same as Whiskey):
    Stage 1: Young Mead
    Stage 2: Developing Mead
    Stage 3: Drinkable Mead
    Stage 4: Maturing Mead
    Stage 5: Mature Mead
    Stage 6: Aged Mead
     
    Roleplay implications/Story influences
    The conception behind this money-maker came with a chance tasting of a peculiar honey varietal: Honey Hasapis, a monovarietal thyme honey, produced in Altis' real life counterpart Lemnos. At the time not knowing about Lemnos nor its connection to Arma 3 I investigated Honey Hasapis and learnt of its origin point's connection to the game we all hate. So, with that the cogs began to turn.
     
    ---------------------------------------------------------------------------------------------------------------------------------------------
    Potential Balancing
    Quick side note: I am not in anyway shape or form a developer or have prior experience with such, as thus, everything suggested is that - a suggestion. The Asylum development team is more than capable of balancing and ensuring everything runs smoothly and earnestly deserve a little more respect in this regard.
     
    Product Specifics
    - Raw Honey and Lemnos Honey
    In the vein of being beginner friendly I think risk here should be mitigated, however, potentially making this another field that can be made illegal by the Governor like Weed may add some much needed risky element Additionally, maybe making the Governor make a conscious decision between making Weed legal or Honey legal may add some interesting gameplay elements and action economy to becoming a governor - Mad Honey
    Outside of requiring two components, one being in an easily ambushable KOS zone, I think Mad Honey can be additionally balanced by requiring two process cycles at LSD Factory. The first cycle producing Unsafe Mad Honey (unable to be sold, representing an unrefined version of the final product) and a second process producing Mad Honey. - Mead (Fortified Mead/Honey Jack)
    I think Mead will be controversial in the sense that it is a two-component alcohol, meaning;  - 1: You can produce more of it due to weight; and  - 2: It will be cheaper to produce, no longer requiring the most expensive component to alcohol In an effort to combat the first option, we can make honey weigh 2 per item. Bringing the completed item weight to 3 per, bringing it back in line with other alcohol varieties. As for the second issue, I'm unsure of how to balance this without removing thematic and unique elements to the alcohol. Most notably, honey in an unrefined, unfiltered raw version can harbor wild yeasts which allow for the fermentation.
    However, we can potentially add another balancing factor in the form of bolstering the final product price to compete with or exceed 25 Year Scotch but implement a failure aspect like when you break a lockpick. During the distillation or during the aging, the wild yeasts could 'fail' causing the product to be lost or maybe de-aged to the previous stage.
     
    Pricing
    All prices are suggestions and may not represent an understanding of the economical ramifications to the money maker.
    Lemnos Honey:
    $300 (sold to Market)
    Justification
    Lemnos Honey is designed to be a more beginner friendly money-maker. Ideally to work alongside Weed but not overtake it. At $300 and a weight of 2, a carryall backpack (96 weight / 2 = 48 x 300) equals $14,400 per backpack - enough to get you on your feet and enough to scale out if sold in bulk.
    Mad  Honey
    $850 (sold to Wong's)
    Justification
    Mad Honey is quite literally the mixture of Dark Fungi and Raw Honey. Representing this by taking the current price of LSD Pills ($550) and Lemnos Honey ($300) and combining the two ($850) seems reasonable enough for a double-processed drug that requires you to delve into the Dark Fungi mine/pit.
    Mead (Fortified Mead/Honey Jack)
    $100 (Stage 1)
    $150 (Stage 2)
    $200 (Stage 3)
    $400 (Stage 4)
    $550 (Stage 5)
    $980 (Stage 6); or
    $1000 (Stage 6 alternative)
    Justification
    As explained above I believe Mead (Fortified Mead/Honey Jack) to be a fitting replacement to Whiskey and as such I don't see the prices needing to change much from that.
    However, as also mentioned, if a failure state was to be added prices should be bolstered to compete with 25 Year Scotch or to exceed to balance out the extra work requiring to be put in.
     
    Epilogue
    You've reached the end... congrats! Look, evident by my name I love honey - I'm an enthusiast, a homebrewer and all around bee guy. I think this gives the opportunity to explore some new ways we can use pre-existing money makers and give the opportunity to fill out some of the more undeveloped areas of the map (such as the North Eastern quarter containing Sofia). Plus, who doesn't love exploring a new money maker when they come around on Asylum?
     
    -IFKNLOVEHONEY.

  3. Mr.Purple liked a post in a topic by Hubschrauber in Stash houses/Crew houses   
    We should implement stash houses that take a small cut of all drugs sold at their respective major cities drug dealer. These small stash houses would be able to be lockable by anyone in the controlling party's gang and would be contested by placing a drill on the door of the house. The houses would be invulnerable so someone couldn't just come and .50 cal the house down. The drill would take 4 minutes to disable the lock and then a rival gang would be able to breech the building and capture the stash house. The defending gang would be allowed 1 respawn inside of the stash house to try and defend it. 
  4. Hubschrauber liked a post in a topic by zdeat in Cut Scene   
  5. silenthunter217 liked a post in a topic by Hubschrauber in Stash houses/Crew houses   
    We should implement stash houses that take a small cut of all drugs sold at their respective major cities drug dealer. These small stash houses would be able to be lockable by anyone in the controlling party's gang and would be contested by placing a drill on the door of the house. The houses would be invulnerable so someone couldn't just come and .50 cal the house down. The drill would take 4 minutes to disable the lock and then a rival gang would be able to breech the building and capture the stash house. The defending gang would be allowed 1 respawn inside of the stash house to try and defend it. 
  6. 王 rando 王 liked a post in a topic by Hubschrauber in Stash houses/Crew houses   
    We should implement stash houses that take a small cut of all drugs sold at their respective major cities drug dealer. These small stash houses would be able to be lockable by anyone in the controlling party's gang and would be contested by placing a drill on the door of the house. The houses would be invulnerable so someone couldn't just come and .50 cal the house down. The drill would take 4 minutes to disable the lock and then a rival gang would be able to breech the building and capture the stash house. The defending gang would be allowed 1 respawn inside of the stash house to try and defend it. 
  7. operatorjohnny^ liked a post in a topic by Hubschrauber in Stash houses/Crew houses   
    We should implement stash houses that take a small cut of all drugs sold at their respective major cities drug dealer. These small stash houses would be able to be lockable by anyone in the controlling party's gang and would be contested by placing a drill on the door of the house. The houses would be invulnerable so someone couldn't just come and .50 cal the house down. The drill would take 4 minutes to disable the lock and then a rival gang would be able to breech the building and capture the stash house. The defending gang would be allowed 1 respawn inside of the stash house to try and defend it. 
  8. Carterr liked a post in a topic by Hubschrauber in Stash houses/Crew houses   
    We should implement stash houses that take a small cut of all drugs sold at their respective major cities drug dealer. These small stash houses would be able to be lockable by anyone in the controlling party's gang and would be contested by placing a drill on the door of the house. The houses would be invulnerable so someone couldn't just come and .50 cal the house down. The drill would take 4 minutes to disable the lock and then a rival gang would be able to breech the building and capture the stash house. The defending gang would be allowed 1 respawn inside of the stash house to try and defend it. 
  9. Brandice liked a post in a topic by Hubschrauber in Stash houses/Crew houses   
    We should implement stash houses that take a small cut of all drugs sold at their respective major cities drug dealer. These small stash houses would be able to be lockable by anyone in the controlling party's gang and would be contested by placing a drill on the door of the house. The houses would be invulnerable so someone couldn't just come and .50 cal the house down. The drill would take 4 minutes to disable the lock and then a rival gang would be able to breech the building and capture the stash house. The defending gang would be allowed 1 respawn inside of the stash house to try and defend it. 
  10. Rogue liked a post in a topic by Hubschrauber in Stash houses/Crew houses   
    We should implement stash houses that take a small cut of all drugs sold at their respective major cities drug dealer. These small stash houses would be able to be lockable by anyone in the controlling party's gang and would be contested by placing a drill on the door of the house. The houses would be invulnerable so someone couldn't just come and .50 cal the house down. The drill would take 4 minutes to disable the lock and then a rival gang would be able to breech the building and capture the stash house. The defending gang would be allowed 1 respawn inside of the stash house to try and defend it. 
  11. Kernikov liked a post in a topic by Hubschrauber in MEAT PROCESSING PLANT   
    If you want my Cpt meat that bad Snoop all you have to do is kidnap me again. 
  12. Trist liked a post in a topic by Hubschrauber in APD Higherup Tier List   
    Based. 
  13. zdeat liked a post in a topic by Hubschrauber in APD Higherup Tier List   
    Based. 
  14. BigTiddyGothGirl liked a post in a topic by Hubschrauber in APD Higherup Tier List   
    Based. 
  15. Chris Peacock liked a post in a topic by Hubschrauber in MEAT PROCESSING PLANT   
    If you want my Cpt meat that bad Snoop all you have to do is kidnap me again. 
  16. Scubaman liked a post in a topic by Hubschrauber in Changelog December   
    We actually had 98 last night when I checked. Had a full server the day I got Mod. 
  17. .Nathan liked a post in a topic by Hubschrauber in Changelog December   
    We actually had 98 last night when I checked. Had a full server the day I got Mod. 
  18. zdeat liked a post in a topic by Hubschrauber in Officer Shout Out   
    Shoutout to Skybluu. The man is always on that cadet game. Should be at least a Sgt, looking forward to see how high he goes. 
  19. UberGaming liked a post in a topic by Hubschrauber in Gags for civilian bounty hunters   
    The title says it all. Have an item (just like the blindfold) that gags the person. This would be used for those civs that are trying to ear rape BHers after they get downed. 
  20. Hubschrauber liked a post in a topic by Kelly in Gags for civilian bounty hunters   
    I still want an option to force feed people drugs that are restrained mwahaha
  21. snoop liked a post in a topic by Hubschrauber in Gags for civilian bounty hunters   
    The title says it all. Have an item (just like the blindfold) that gags the person. This would be used for those civs that are trying to ear rape BHers after they get downed. 
  22. zdeat liked a post in a topic by Hubschrauber in Gags for civilian bounty hunters   
    The title says it all. Have an item (just like the blindfold) that gags the person. This would be used for those civs that are trying to ear rape BHers after they get downed. 
  23. DarkKnight liked a post in a topic by Hubschrauber in New Moderators   
    You miss spelled 8 months. =P
  24. Scruggs liked a post in a topic by Hubschrauber in Gags for civilian bounty hunters   
    The title says it all. Have an item (just like the blindfold) that gags the person. This would be used for those civs that are trying to ear rape BHers after they get downed. 
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