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IFKNLOVEHONEY liked a post in a topic by Brookesy in A Paper Proposal
Close... you got the main ideas... Under 1. Concept I explained the bottom line or main ideas, I touched up that section for all of you with bird-like attention spans and included it below:
"Ultimately, the bottom line proposal is this:
1) Allow paper to be a controlled commodity (like Weed) that can be legalized or illegalized by the currently elected Governor.
2) Allow rolling papers to be a transferable yet diverse gateway commodity that can be processed via a new processing facility – i.e.: Paper Mill. And introduce a new officer paper commodity
3) Expand on Talent Tree for lumber oriented industry"
I just want you to know that I used your honey post as inspiration ❤️ you do excellent work sir
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Bag Of Funyuns liked a post in a topic by IFKNLOVEHONEY in A Paper Proposal
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Donald liked a post in a topic by IFKNLOVEHONEY in A Paper Proposal
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garph liked a post in a topic by IFKNLOVEHONEY in A Paper Proposal
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Brookesy liked a post in a topic by IFKNLOVEHONEY in A Paper Proposal
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IFKNLOVEHONEY liked a post in a topic by ObiWoki in Changelog January
Our beloved contributor @Fitz has made a patch of his own
Found a bug? Click here to file a bug report!
Got some development ideas? Click here!
Added:
APD National HQ Robbery
With the influx of terrorism on the island the APD Chief of Police has authorized the construction of a new national APD HQ to coordinate operations from. Unfortunately, due to the lack of labor, the APD is forced to utilize an unfinished building, there is valuable intelligence inside, but the APD does not have clearance to operate from the compound yet.
The compound located Southeast of Kavala is sprawling, however the main offices are protected by an electric fence and AA system.
Requires 8 officers online to start, 11 officers online to access Prestige Vault. Several items are required to breach the compound, each set of security is disabled in a different way. Each step takes 5 minutes to complete, except for the Prestige Vault which takes 7.5 minutes. You do not need to open the vault in-order to complete the event Once the rebels have accessed the garage compound via the backdoor of Building 2, a flatbed will spawn in the garage outside full of APD intelligence. Ivan loves some APD intelligence, sell the hard drives at Ivan’s Gas Mart for a nice profit. Items needed for each step (See PC Parts below, not consumed during use) Gate (Ryzen 5950X) Building 1 (RTX 3090 Ti) B1 Roof (3000W PSU) Building 2 (ASUS Dark Hero Mobo) Garage Compound/Backdoor (64GB DDR 4 Ram) **Where the loot spawns Prestige Vault (Gaming Asylum Console) **No $$$ in here Prestige System
There is now an optional prestige system on the island, where very wealthy citizens can invest their hard-earned cash into unlocking additional buffs, weapons, and skills. Each tier costs $3,000,000 to unlock. You prestige by unlocking the Prestige Vault during an APD National HQ robbery. Once inside the vault there is an NPC which will allow you to buy a prestige token. This is an un-droppable item. You then sell the token to the Intel Dealer at Ivans Gas Mart, which will activate a hidden achievement and should notify you that you have achieved “Prestige Tier X” Tiers and buffs are stackable, more tiers/buffs for current tiers will be added in the future. Many of these weapons are being deployed on S2 to test for viability before we explore adding them to S1. Tier 1 Rewards:
CMR-76 Rifle S1/S2 (Civ & Cop CPL+ UC) Katiba GL (Smokes) S1/S2 MX GL (Smokes) S1/S2 TRG GL (Smokes) S1/S2 Fish sell for 9% more Raw timber sells for 2% more Marijuana sells for 2% more Heroin sells for 2% more Tier 2 Rewards:
Zafir S2 (For now, Zafir access on S1 will change to this format in the near future) RPG-42 S1 Spar-16s S2 (for now) Four-5 S1/S2 Cocaine sells for 2% more Uranium sells for 2% more Oysters sell for 4% more Tier 3 Rewards:
M320 LRR S2 Mar-10 S2 Lynx S2 Diamonds sell for 2% more Excavation Items sell for 2% more Purification items sell for 2% more Tier 4 Rewards:
SPMG S2 Navid S2 All previous items get a 5% sale increase Honey
A beekeeper has moved into a free plot of land where the Mental Asylum used to reside north of Kavala. He has opened his business to all who wish to gather his pollinator friends.
Buy a Queen bee from the Bee Keeper at the Apiary With the Queen in your net, run around the Apiary and worker bees will flock to protect the Queen. If you stop running, they will sting you, and you will have to run out of the Apiary to distract them. Bring the Worker Bees to the Organic Processor by Lakka, where another Bee Keeper will use trade you your bees for Honeycomb. Honeycomb can be sold to the market. You can process honeycomb, barley, and water, into Mead at the Spirit Distillery, mead can be sold at Wong’s You can process mead into Aged Mead at the Purification Factory, aged mead is sold at Wong’s. Furniture Crafting
You can now bring wood planks and hides to the Carpenter Shop, and make furniture units. The carpenter can help you make legal furniture. However, times are tough, if you do not give him exact ingredients, he will keep the excess wood to use in his shop. An evil carpenter has moved into the Black-Market compound, he merged with the Jewelry Fabricator, to found an Illicit Fabricator, dedicated to turning illicit goods into new forms. New Recipes: Picnic Table- 2 Pine planks, 2 Olive Planks (Made at Carpenter) Dinner Chair- 2 Olive Planks 2 Hardwood Planks (Made at Carpenter) Sofa- 2 Hard Wood 2 Dried Wool (Made at Carpenter) Villains Chair -2 Olive planks, 2 Dried Goat Wool (Made at Illicit Fabricator) Cruella’s Bed- 2 Hardwood Planks, 2 Dried Shepard Skin (Made at Illegal Fabricator) Gathering trucks
Lumber Truck (Tempest Ammo) Gathers trees with crazy speeds Gardening Truck (Offroad Services) Gathers Bushes (Barley/Corn/Rye) Hides
· Hides are made by drying the meats from the Hunting Grounds at the Organic Processor, wools can be sold at the market, Shepard Skin is sold at Wong’s.
PC Parts
PC parts have been reintroduced, these items will be used to hack the APD National HQ, more uses may be introduced in the future. You craft a console at the Illicit Fabricator at Black Market Productions
Locations:
Mining -PC Cooler Metal Detecting -PC Case Excavation -RAM Federal Reserve -GPU Bank Robbery -Motherboard Gasmart -SSD & PSU Mental Asylum- CPU Console -Crafted at Illicit Fabricator Non-Content Additions:
Markers for houses with shared keys APD LT+ have shotguns whilst UC Additional admin event functionality APD Ghost hawks can be reloaded by COP Wiki Billboard added to circulation Changed/Tweaked:
Ivan and Hugo have upgraded their security Gasmart rewards is tied to # of cops online Antiquities Forges have red zones Craft-able jewels are now counterfeit and can be stored in houses Jewelry fabricator is now illicit fabricator Fixed:
Bug regarding house exploits Bug regarding excavation exploits Bug regarding prison exploits Gasmart SWAT Notification is now accurate Removed:
A bajillion unused icons and items Christmas time
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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.
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Bag Of Funyuns 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.
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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.
-
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.
-
Ebola liked a post in a topic by IFKNLOVEHONEY in A NEW AND INVENTIVE MONEY MAKER SET TO BLOW YOUR TASTE BUDS AWAY
My time is not yet over. The honey shall flow.
Keep watching for the buzzing bees.
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John Oasis 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.
-
IFKNLOVEHONEY liked a post in a topic by 王 rando 王 in A NEW AND INVENTIVE HUNTING GROUNDS REPLACEMENT SET TO HARVEST YOUR SAD AWAY
only if shotguns are still buyable there. what else would i pair with grandpas tractor?
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IFKNLOVEHONEY liked a post in a topic by IFKNLOVEFARMING in A NEW AND INVENTIVE HUNTING GROUNDS REPLACEMENT SET TO HARVEST YOUR SAD AWAY
.....
Closing words
As demonstrated in the previous two years worth of findings by the Altis Department of Agriculture, Fisheries and Forestry (DAFF) the loss of Altis cultural heritage will only persist if we, the 17.9% of the employed population, are not provisioned our birthright mandras and associated lands. Additionally, we poise to face a heavy loss of our agricultural trade economy in the form of barley, corn, thyme, and livestock goods.
[email protected] replied:
Dear A.F.U representative,
We, here at the Governor's Office of Pygros sympathise heavily with our traditional farmers, the issues you've highlighted have been of great concern to the current Governor-in-Office and you can rest assured that the issue of the repurposed mandras and assoc. land has been at the forefront of our Governor's policy. We will be redistributing the mandras between the few historical farming families left and auctioning off the remainder.
We appreciate your correspondence and concerns,
Thank you,
Governor's Office of Pygros.
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Farming
A supplement to current money makers and a standalone money maker
TABLE OF CONTENTS
1. Conception
1.1. Conception pt.2
2. Potential Balancing
2.1. Product Specifics
3. Epilogue
-----------------------------------------------------------------------------------------------------------------------------------------------
Conception
Farming is a supplementary and standalone money-maker to already established systems in Asylum. Farming would be a long-process system requiring tending the entire restart cycle. Farming would require the purchasing of temporary plots of land all facilitated within the abandoned Hunting Grounds.
Farming would allow you to produce many different already established plants in Asylum such as: Barley, Corn and Rye. On top of this, Farming can stand on its own with a livestock system utilising the ambient life already present on the server.
Farming plots will be purchased by a new NPC, 'Mitch'. After failing to produce many crops on his own land and going on to create a lucrative RV modification and pre-owned Tractor shop he turned to furthering his investments. The Hunting Grounds, in days past had been the site of many Mandras (traditional farming homes/land) and so the purchase was made. The NPC, 'Mitch', now resides in the old Hunting Cabin selling temporary subdivisions of his prime farmland for crop production.
So now you've purchased your first plot of land... YIPEEE. Now what? Well first you must till the soil. Conveniently Mitch sells unique tractor equipment (modifcations) at his cabin such as a Tiller and Cultivator. Evidently, you also require a tractor for this portion of the process. After pulling your tractor, use the 'Tiller' on your tractor to attach the new attachment (consumable 1x use) then drive across your plot to your heart's content!
Secondly, you must purchase some seeds. Mitch conveniently owns a hefty stock of seeds so you can buy these from him too. You also need to purchase the seed drill attachment from Mitch (consumable 1x use) to put on your tractor. With the seeds in your tractor, drive over your tilled soil to plant.
Thirdly, purchase the fertilizer spreader attachment from Mitch (consumable 1x use) and use it on your tractor. With fertilizer in your tractor, drive over your tilled soil to fertilize.
Fourthly, watering. With 'X' amount of water in your inventory go up to your farm plot and using the scroll-wheel menu interact with 'Water soil'. This should take around 3-5 minutes, representing the lengthy finalisation of the preparation stages.
Okay, awesome, I now have a prepared and planted plot of land. Now what? Throughout the restart cycle your farm will require tender love and care. This comes in the form of periodic watering cycles. Missing a couple of watering cycles represents a reduction in total final crop output from your farm plot, however, missing many watering cycles may destroy your planted seeds!
Now your plot will be ready to harvest after 20 minutes, however, the longer you leave it the more you produce so it is advised to leave it as long as possible!
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Conception pt.2
Farming can also be used as a standalone - separate from Barley, Corn and Rye. I envision this as a utilisation of the ambient life feature originally used for Hunting Ground. Using the farm plots purchasable by Mitch you could farm seeds... or alternatively you could opt to purchase livestock from another new NPC the Stockman. The Stockman sells cows, goats and sheep.
Okay, I have my plot and I have purchased some livestock. What now?
Similar to farming crops, livestock is a grown product. Your purchased animal is small, representing a calf, kid, and/or lamb.
Livestock requires the same periodic watering cycles but now also requires periodic feeding cycles (animal feed purchased at the Stockman). However, unlike farming, missing cycles on livestock can potentially kill your livestock straight away so you must be more attentive to your stock.
Your livestock will visibly grow in size, until they reach a point where they are full-sized and ready for harvest. At this stage you will get the scroll-wheel menu option to 'Prepare stock'. This converts your livestock into useful products.
For cows:
- You get beef chunks; and
- Leather
For sheep:
- Lamb chunks; and
- Wool
For goats:
- Goat chunks; and
- Goat horn
However, you're not quite at the sellable stage just yet. Instead, you need to further refine these items. For the meat chunks, you need to process them at the Abbatoir (a new building representing a butchery) and then to the market.
Horn, wool and leather is sellable immediately.
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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
- Crop products
I feel most balancing will come primarily from the developer's chosen growth/production rates. However, there is potential for adding some other failure state outside of missing water cycles (maybe making it stringent where you can't even miss one?) -Livestock
Animal products could be made illegal to carry and/or the Abbatoir being a KOS zone (something something unlicensed meat production?) Livestock should be capped per farm plot Should not be able to be done alongside crop products. Even over multiple plots - one in all in. -Farm Plots
The plots should be treated like housing. You can have multiple, however, they're capped. Additionally, maybe they can receive the 'House Menu' treatment and have a selection of upgrades (perhaps making an upgrade a requirement to begin livestock). Additionally, they could have a capped storage per plot. Examples of some farm upgrades:
Hydroponics - Increased output per production cycle
Livestock fencing - Allows livestock production in farm plot
Irrigation - Decreases total watering cycle for farm plot (or increases time in between manual watering cycle)
Auto-trough - Decreases total feeding cycle for livestock farm plot (or increases time in between feeding cycles)
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Epilogue
You've reached the end... congrats! Look, evident by my name I love farming - I'm a hobbyist, a backyard vegeman and all around farming guy. I believe this may increase activity to areas of the map that have since fallen to the wayside such as Spirit and especially find a use for Hunting Ground that to be fair, barely works as is.
-IFKNLOVEFARMING
