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The Aurora Drug Trade


Redfield5

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Posted (edited)

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It is my opinion that adding new elements to the drug aspect of Aurora would engender some decent roleplay. For example, Hydroponics could be able to grow marijuana for medicinal purposes only at the moment, much along the same lines as Ambrosia. Corporate regulations could prohibit consumption of marijuana during work hours, and only for those who require marijuana consumption for medical reasons. This would allow greater cooperation between Hydroponics and Medbay, as Hydroponics could supply Medical with a large quantity of marijuana cigarettes and even foods for patients who have been evaluated and prescribed medical marijuana for whatever ill they are facing. Registration for a medical marijuana permit could entail a medical and/or psychological evaluation, followed up by agreement to a prepared form denoting the holder's staff, and stamped by either the Chief Medical Officer or another applicable Head of Staff.


Innovative, opportunistic botanists could take advantage of the prohibition, as could Medical staff. For example, Hydroponics could institute low-key sales of marijuana in an attempt to circumvent the prohibition and thus gain extra credits. Medical could also issue fraudulent or illegal prescriptions for a cut of the profit, if one is looking to cover their tracks. With the formation of a drug trade, you will see a rise in Security's counter-narcotics operations, thus giving Security a stake in such an endeavor. Security could start drafting warrants and launching raids in search of contraband marijuana, while also possibly conducting undercover operations or utilizing confidential informants to crack down on the drug trade aboard the station.

 



 

This idea is rather new; I'd appreciate any and all feedback, suggestions, and concerns.

Edited by Guest
Posted

Yeah, I really like the idea of having Hydroponics have a more important role. Perhaps we could have various new medicinal herbs which would contain some of the more basic medical drugs so that Medical could decide on whether to use Chemistry or Hydroponics to supply the drugs. Although Marijuana would be more of an RP drug for Psychiatrists, I feel.

Posted
make marijuana treat eye damage, medical will prescribe it to vaurca

 

This doesn't make any sense at all.

It dilates blood vessels in the eyes, and can help with certain eye conditions.


Of course it's not an ideal treatment, due to mood altering effects. But perhaps we could also make it possible to grind down in the chemistry lab and extract imidazoline from it.

Posted

can we even get ambrosia right now?


I've tried to tinker with the vending machines but the seed machines don't seem to have any maint ports to modify them


back on old code I had a very convoluted method of making ambrosia oil and then removing the toxins for a 100% clean high

Posted

On the subject of legal drug trade on Aurora, I really don't have any input there.


On the subject of illegal drug trade, I've yet to really see this play out well. Aside from one time on the outpost when me and a couple of coworkers took mindbreaker toxin and contained our activities there, what I usually see are people just kinda RPing as slobbering drugged up jerks. I've never seen narcotics facilitate good RP on the station proper, and it almost always winds up with someone attacking others and trying to deflect OOC consequences by blaming the drugs.

Posted
On the subject of legal drug trade on Aurora, I really don't have any input there.


On the subject of illegal drug trade, I've yet to really see this play out well. Aside from one time on the outpost when me and a couple of coworkers took mindbreaker toxin and contained our activities there, what I usually see are people just kinda RPing as slobbering drugged up jerks. I've never seen narcotics facilitate good RP on the station proper, and it almost always winds up with someone attacking others and trying to deflect OOC consequences by blaming the drugs.

 

Perhaps we could put an economy into certain antag roles, like Traitor or Revolution. Buy equipment through funneling credits to the Syndicate. Building a criminal empire would be a good traitor RP objective.

Posted
DXM/DOB/heroin when

 

Amphetamines, opium, and crack.


With a criminal economy, you could have antags upload their financial assets to the Syndicate, in exchange for telecrystals or supply crates through an emagged Cargo terminal. Something of that variety.

Posted

Perhaps we could put an economy into certain antag roles, like Traitor or Revolution. Buy equipment through funneling credits to the Syndicate. Building a criminal empire would be a good traitor RP objective.

 

That would be fantastic to see, but perceived issue by me isn't on the supplier side of things but rather on the user. If there was some way to make this work though, than that would be awesome.

Posted

Perhaps we could put an economy into certain antag roles, like Traitor or Revolution. Buy equipment through funneling credits to the Syndicate. Building a criminal empire would be a good traitor RP objective.

 

That would be fantastic to see, but perceived issue by me isn't on the supplier side of things but rather on the user. If there was some way to make this work though, than that would be awesome.

 

It'd be largely player-driven, when it comes to deals and funneling money. To get it going, you'd need a number of different criminal characters and even gangs operating similar systems. I could see the creation of accountant roles as being rather innovative for the purposes of funneling money. Pay off or intimidate the accountant in order to secure a separate account for your funds. The current incarnation - with departments having a bank balance - would involve kingpins utilizing the departments to funnel cash into. Of course, there is the assumed risk of detection by Security, or the refusal of righteous Command Staff members.

Posted

problem with drug trade is sourcing imo


nothing is private enough to actually grow illegals in hydroponics, and chemistry has limited job slots


Best I did was on a 4 hour extended round where I got dirt from hydroponics and made a drug bar with secret doors in the construction zone in engineering, was able to make ambrosia oil and then coat cigs in the stuff but never got around to actually distributing (or finding people to distribute to)


it just takes so long to actually get something going and rounds ending at 2 hours makes it borderline impossible to actually accomplish anything.


As for how to solve THAT issue, well we'd have to figure out a way to bring in illicits in loadout. Would have the secondary effect of making sec checkpoint actually useful as well (though gateway/ cryo bypasses that, as well as round start in departments)

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