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This is my personal take/concept of how I'd like to see aspects from EFT be incorporated into Asylum.
 

  • Keycards
    • Can be found mining, completing federal events, collecting illegal drug precursors.
    • Rare to find one. 
    • Keycards will have a description, tell you which town to look in, players must find a underground bunker which they can then enter(make like the fungi den)
    • bunkers spawn loot, house upgrade parts to mid-high tier Y and physical
    • police get notified when players find a bunker Via an alarm.
  • Red-Keycard
    • Can be used to start a civ only event. Will begin a EFT raids like event, players will have the chance to locate entrance spots around various towns(look the same as the underground bunker entrance). 
    • All players should be teleported to a dedicated location(make like fungi den(underground feel))
    • Have tons of different buildings loot rooms and points of interest, as well as keycard specific rooms that can offer high tier loot(both Y and physical)
    • make a custom search menu, like EFT, where you need to inspect the item before you know what it is.
    • Extraction points, allow you to leave the event and pop out from the same entrance location.
    • after 30 minutes the entire zone is gassed and cleared. 
  • New Crafting and House/Gang house upgrades. 
    • Players can find rare and expensive parts to upgrade their homes
      • Generator parts
      • Chemistry workbench parts
      • Metal workbench parts
      • Computer parts
      • Vehicle workshop(Sheds only)
    • once all the parts required are found players can assemble these in their houses.
    • Generator is required to power the house
    • Chemistry workbench can be used to produce high grade drugs
      • Replacement for double processing at the processor, upping the risk/reward.
      • MUST follow a specfic formula for each drug you're attempting to produce
      • Requires High-grade precursor, IE for meth you take all the ingredients to purification and process them, only after you can process it into high grade drugs
      • if you make a mistake the lab could explode
      • the generator required to run the house and workbench is loud and easy to locate.
    • Metal workbench will allow players to craft weapons and items from parts found in raids and bunkers.
      • Replacement for crafting high-end weapons(adding another barrier to entry) as well as new crafting items that can be sold or used. ie (keycards, ledX's, carbombs, arson kits, etc.)
    • Computer parts; add back in crypto update
    • Sheds should be able to have vehicle workshops installed
      • players can modify their vehicles for free(requires vehicle parts)
        • Hidden compartment, a small hidden compartment in vehicles for players to hide Y inv
        • Spike proof tires, Bullet proof tires, additional vehicle armor, etc...
      • players can craft vehicles(same recipes)
      • requires vehicle lift, Mechanic tool box, overalls. Then the shed upgrade cab be applied.

 

Lemme know if I missed anything or if you have any suggestions.

Edited by Infamous [FULL SEND]
Lucien and Chris Peacock like this
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23 hours ago, Infamous [FULL SEND] said:

This is my personal take/concept of how I'd like to see aspects from EFT be incorporated into Asylum.
 

  • Keycards
    • Can be found mining, completing federal events, collecting illegal drug precursors.
    • Rare to find one. 
    • Keycards will have a description, tell you which town to look in, players must find a underground bunker which they can then enter(make like the fungi den)
    • bunkers spawn loot, house upgrade parts to mid-high tier Y and physical
    • police get notified when players find a bunker Via an alarm.
  • Red-Keycard
    • Can be used to start a civ only event. Will begin a EFT raids like event, players will have the chance to locate entrance spots around various towns(look the same as the underground bunker entrance). 
    • All players should be teleported to a dedicated location(make like fungi den(underground feel))
    • Have tons of different buildings loot rooms and points of interest, as well as keycard specific rooms that can offer high tier loot(both Y and physical)
    • make a custom search menu, like EFT, where you need to inspect the item before you know what it is.
    • Extraction points, allow you to leave the event and pop out from the same entrance location.
    • after 30 minutes the entire zone is gassed and cleared. 
  • New Crafting and House/Gang house upgrades. 
    • Players can find rare and expensive parts to upgrade their homes
      • Generator parts
      • Chemistry workbench parts
      • Metal workbench parts
      • Computer parts
      • Vehicle workshop(Sheds only)
    • once all the parts required are found players can assemble these in their houses.
    • Generator is required to power the house
    • Chemistry workbench can be used to produce high grade drugs
      • Replacement for double processing at the processor, upping the risk/reward.
      • MUST follow a specfic formula for each drug you're attempting to produce
      • Requires High-grade precursor, IE for meth you take all the ingredients to purification and process them, only after you can process it into high grade drugs
      • if you make a mistake the lab could explode
      • the generator required to run the house and workbench is loud and easy to locate.
    • Metal workbench will allow players to craft weapons and items from parts found in raids and bunkers.
      • Replacement for crafting high-end weapons(adding another barrier to entry) as well as new crafting items that can be sold or used. ie (keycards, ledX's, carbombs, arson kits, etc.)
    • Computer parts; add back in crypto update
    • Sheds should be able to have vehicle workshops installed
      • players can modify their vehicles for free(requires vehicle parts)
        • Hidden compartment, a small hidden compartment in vehicles for players to hide Y inv
      • players can craft vehicles(same recipes)
      • requires vehicle lift, Mechanic tool box, overalls. Then the shed upgrade cab be applied.

 

Lemme know if I missed anything or if you have any suggestions.

I like all of this except the house upgrades. Houses shouldn’t be a main source of money… we don’t want players just sitting in their house all day. But the concept of this idea sounds great but also seems like a lot of work for how little we have in the development team right now. 

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8 hours ago, Chris Peacock said:

I like all of this except the house upgrades. Houses shouldn’t be a main source of money… we don’t want players just sitting in their house all day. But the concept of this idea sounds great but also seems like a lot of work for how little we have in the development team right now. 

I think it would be balanced if the risk was high, thats why I added the lab exploding, the loud ass generator, and police notifications for when a lab is active. Its not meant to be something players could get their hands on easily, and its something they could lose easily, but in turn the gains should be large. Maybe additionally smoke could come out of the house. 

 

in terms of development, I personally dont think its THAT much. I wrote the majority of the main functionalities for the lab-raid in the Altis life framework (same thing asylum is built on) and it took me a day. If we want asylum to be revived its going to take larger development projects. 

Chris Peacock likes this
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