Counterfeit money refers to a fraudulent currency that has been illegally replicated to imitate genuine banknotes. The downside to counterfeit cash is it cannot be directly deposited into banks due to rigorous authentication processes. To introduce fake money into circulation, criminals resort to a mix of legal and illicit transactions such as purchasing drugs, weapons, and other illegal commodities, which is why they frequently carry significant amounts of cash to facilitate this process.
My suggestion would be to have these bills as unstorable and unbankable Y inventory that may be used to pay for whatever you’d like at rebel, drug dealers, or gang turfs (maybe even anywhere on the map). Not too sure how balancing would work though… Either a 1:1 ratio between dollar and counterfeit or have counterfeit bills be worth half meaning a $3,000 tac vest would require 6,000 counterfeit bills at rebel.
Adding Counterfeit notes will mainly benefit intermediate & expert level players.
For our intermediate players counterfeit cash will be an illegal item that can be created through either the black market or a new illegal area called "Forgery"
For our expert-level players (Cartel Fighters) there could possibly be a counterfeit cartel or gang turf that produces a set amount of counterfeit bills and players collect from a flag similar to oil cartel.
How it is made:
1. Counterfeit Cash production; Creating counterfeit banknotes typically requires a combination of specialized skills, equipment, and materials. The two main ingredients of creating basic counterfeit are specialized paper and inks and dyes. The Ink will be made from processed oil. (Legitimate money uses a blend of cotton and linens but luckily we don't need to implement two new items because... ) Counterfeit money typically uses hardwood-based paper meaning our counterfeit bills will use hardwood planks.
2. Counterfeit Cartel or gang turf (maybe): Produces a set amount of counterfeit bills and players collect from flag similar to oil cartel. It would help naturally circulate these bills into the economy.
MONEY MAKING ASPECT
Again... not sure how to balance this bcz I have no dev experience or concept of the economy so I leave this for you to alter as much as you please...
If counterfeit bills were a 1:1 ratio with dollar bills i would suggest:
1 hardwood plank=$280(weight 3)
1 processed oil= $210 (weight 2)
2 processed oil + 1 hardwood plank (weight 5) will create 1,400 or 1,500 counterfeit cash
(roughly26,600 or 28.500 a full backpack) Value of items is basically doubled for risk of not being able to store in bank.
Incorporating a cash-carrying mechanic in gameplay can heighten the risk-reward dynamic, and enhances the satisfaction after a gunfight. Requiring players to physically carry cash earned adds an extra layer of strategic decision-making, as they must weigh the potential gains against the threat of losing their hard-earned resources upon defeat. This dynamic injects a palpable sense of tension into encounters, fostering a deeper emotional investment and a genuine feeling of accomplishment when emerging victorious similar to the Tarkov experience. If we craft this at black markets it would also generate more traffic in West Kavala rebel. Which may help players transition easier between legal to illegal money-making methods. Collect legal items like wood and oil to get cash to buy rebel gear.