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[IFM] Resource Access

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Roleplay Project

Roleplay Project · ILLEGAL FACTION MANAGEMENT TEAM

Illegal Factions Resource Access — Strawman, Distributor & Laboratory systems.

 

ⓘ Information This thread is an overview of the contraband & resource access systems available to illegal factions on Project Roleplay. This is an informational thread, specific quantities, limits and all the necessary application formats and how to apply will be released by IFM when applications open.

 

strawmen system

Weapon strawman, narcotics strawman, weapons attachment strawman

Strawmen will represent smaller scale contraband operations. This is going to be the entry point into the resource access system and it is going to be available to any faction regardless of their concept. Your faction's background is not going to bar you from applying for any category as long as you meet the requirements.

For the time being, we will only have three (3) strawman roles:

  • Weapon Strawman: Access to small-caliber firearms. (Handguns only: Combat Pistol, Heavy Pistol, Pistol, and SNS Pistol.)

  • Narcotics Strawman: Access to softer narcotics. (Adderall, Anabolic Steroids, Cannabis Brownies, Cannabis Butter, Dried Cannabis, Dried Mushrooms, Ground Cannabis, Hash, Joints, Kief, Mushroom Cakes, Packaged Weed, Raw Cannabis, Trimmed Cannabis Buds, Wet Cannabis Buds, and Wet Mushrooms.)

  • Weapons Attachment Strawman: Access to weapon attachments and modifications. (Extended Pistol Magazine, Extended Rifle Magazine, Holographic Sight, Pistol Suppressor, Red Dot Sight, Rifle Suppressor, SMG Suppressor, Sniper Scope, Weapon Flashlight, and Weapon Grip.)

distributor system

Weapons distributor, narcotics distributor

Distributor roles will represent a significant step up in both access and responsibility. These roles are reserved for the factions that have demonstrated sustainable activity levels and other requirements and, have built the kind of network that would realistically support distribution at this level.
 

For the time being, we will only have two (2) distributor roles:

  • Weapons Distributor: Access to a larger range of firearms including but not limited to, higher caliber weapons.

  • Narcotics Distributor: Access to the full spectrum of narcotics, both hard (Coca Leaves, Cocaine Base, Cocaine Paste, Cocaine Powder, Crack Rock, Crude DMT, Crystal Meth, DMT Crystal, DMT Extract, Ergotamine, Fentanyl, Heroin Base, Heroin Powder, Heroin Syringes, LSD Blotter, LSD Liquid, MDMA Crystal, MDMA Pills, Meth Syringes, Mimosa Hostilis Bark, Morphine Base, Opium Poppies, Packaged Cocaine, Packaged Heroin, Packaged Meth, Raw Fentanyl, Raw MDMA, and Raw Methamphetamine) and soft narcotics (all substances available under the Narcotics Strawman classification).

For obvious reasons, Distributor roles will carry a "sell obligation" rule, factions are expected to keep product moving through the economy. Stockpiling of course, is NOT permitted and will definitely affect future access. 

LABORATORY system

Laboratory system overview

Laboratories will be the foundation of narcotic production on Project Roleplay. If your faction wants to manufacture product rather than simply distribute it, a lab is how that is going to happen.

Labs are not going to be freely available. Every lab must be approved by IFM and tied to a credible concept and location. Once approved, a lab allows your faction to produce narcotics using ingredients, with output & quality determined by the level of the lab and the investment put into it.

Laboratories will serve a secondary purpose beyond the ordinary production, quality and purity testing will also be available. Factions with lab access will be able to test product before it hits the streets. 

Lab upgrades will be available over time and must be requested through IFM. Each upgrade is going to reflect a development in your faction's operation & will of course, require demonstrated activity and quality RP at the current level before it is approved.

Server-wide strawman role caps have been introduced as follows:

  • Weapons: Five (5) roles.

  • Weapon Attachments: Two (2) roles.

  • Narcotics: Five (5) roles.

These limits apply universally, regardless of whether you operate as part of a faction or independently as a solo player. No distinction is made between the two when enforcing these caps. This is subject to change depending on the server requirements.

⚠ Please note

  • Strawman roles will not be permanent. They will be tied to your faction's activity & overall development. Consistent and quality RP is what is going to keep a strawman role alive and what it will grow it over time

  • All role combinations are governed by IFM. Not all roles can be held at the same time. Details on what combinations are permitted will be outlined when applications open

  • IFM retains full oversight of all lab operations, approved locations, production permissions, quality control and also upgrade approvals

  • The systems that you see outlined in this thread represent how Management & IFM currently "envision" contraband & resource access on RPP. Nothing here is set in stone, as the server grows and the community develops, these systems are going to evolve with it. Any changes, updates, or additions will be communicated to the community in advance in full.

roleplayproject.net

Edited by helliante

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