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Adding quality meter to drugs

Boromir

Donator
Donator
Solicitor
Location
Croatia
Brief Summary:
When cooking the final product, the resulting drug would have a quality grade (low, mid, high), which affects its value.

Detailed Suggestion:

Currently, drug production involves making batches where you can either fail or receive extra output. This system could be replaced (or complemented) by introducing a quality-based output system, where each batch results in a drug with a defined quality:
Low Quality – Lower sale price
Mid Quality – Standard sale price
High Quality – Higher sale price, rarer outcome

The quality could depend on factors(just throwing ideas):
Skill level (This is already implemented)
Tools/equipment used (could revive the pill press and other relic items)
Environment (e.g., clean professional labs vs. makeshift dirty labs)

This would replace randomness (fail/success/extra) with a more engaging mechanic.
In my opinion, reaching level 10 in Chemistry felt like a letdown. It was a grind to get there without help (like having Gus), and the reward was only faster production. There was no real feeling of progression in terms of payout or quality, which made the effort feel underwhelming. Adding quality grades would give meaning to leveling up and reward players with better profits, not just speed.

Pros:
Adds realism and depth to drug manufacturing
Encourages better preparation and planning
Rewards players that grind chemistry skill
Adds dynamic pricing (e.g. Meth is hot, you would get 1000$ for low grade, 1200$ for mid grade and 1400$ for high grade)

Cons:
Requires dev work to implement the quality system
Probably requires rebalance of drug-related economy


Does this suggestion change balance on the server?
Yes. Currently, all drugs sell for the same value regardless of how they’re made. This system would introduce dynamic pricing based on quality, making high-grade drugs more valuable and rare. It would encourage competition, cooperation, and distribution based on quality tiers.
 
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