View Full Version : Botany Credits
steff
12th October 2006, 06:56 AM
I propose that botany credits rate be raised beyond 175% productivity. Doing this will increase the use for them and may actually make getting lab a valid strategy. The value of a botany credit should increase too.
Cushion
12th October 2006, 06:58 AM
valid point coz there shit atm, and u dont really get enough lab to bother getting it maxed lol
steff
12th October 2006, 07:08 AM
Increasing lab output would help to make it a valid startegy too... so would increasing the price of drugs... but then again that would nullify labless junkies really.
The potential is there. If a full cartel ran drug selling with lab just now they could all score $140mil+. With reselling it'd be substantially higher. (I'm thinking B games at the moment, it's more difficult to calculate A games lol)
Diogee old
12th October 2006, 03:18 PM
thats crazy talk
Shiro Ishii
12th October 2006, 03:26 PM
u smarty pants
Spork!!!
12th October 2006, 07:27 PM
Increasing lab output would help to make it a valid startegy too... so would increasing the price of drugs... but then again that would nullify labless junkies really.
The potential is there. If a full cartel ran drug selling with lab just now they could all score $140mil+. With reselling it'd be substantially higher. (I'm thinking B games at the moment, it's more difficult to calculate A games lol)
I'd be interested in seeing the maths in that. Wouldn't undestand it, but could nod and mutter knowingly...
Bellows
12th October 2006, 07:31 PM
Increasing lab output would help to make it a valid startegy too... so would increasing the price of drugs... but then again that would nullify labless junkies really.
The potential is there. If a full cartel ran drug selling with lab just now they could all score $140mil+. With reselling it'd be substantially higher. (I'm thinking B games at the moment, it's more difficult to calculate A games lol)
labless ftw (Y)
tca
12th October 2006, 08:42 PM
good idea steffy :D
i vote for it :D
steff
13th October 2006, 06:20 AM
I'd be interested in seeing the maths in that. Wouldn't undestand it, but could nod and mutter knowingly...
It's simple enough to calculate in Excel ;) it'll actually show you $160mil+ but that's not counting the purchase of Botany credits and theft. Plus I forgot to add the value of lab and the actual credits... it's another pointless suggestion though as naff all will ever be done about it...
Spork!!!
16th October 2006, 08:23 AM
/me nods and mutters knowingly...
PiNkPaNtHeR22432323
16th October 2006, 09:05 AM
if the whole cart got 180mil they could score 3.6bil =o....
Deadwood
16th October 2006, 09:37 AM
if the whole cart got 180mil they could score 3.6bil =o....
someone here knows maths. :boff:
Diogee old
16th October 2006, 01:43 PM
sad part is all junkie cartels like Daqqers and Reds should be getting 3.4+ but the players just have a hard time playing strats
so what makes you think this one would be any better if you could score 180 million do you think the other 19 members will be able to play it as good as you, and what about gunners? Would the gunners be able to tear this strat apart?
steff
16th October 2006, 10:11 PM
I do junkie counts and jumps. Occasionally a lab jump. It's the crap gunners who end up with 4squillion lab really so a competent drug seller would do fine IMO. $180mil is a bit steep though... doubt it could reach that unless you combined it with reselling.
$treet pharmaci$t
16th October 2006, 11:39 PM
steff i think it is a really good idea and should be implemented but your right nothing will come of it but it would open up a lot of other strats worth and gunning when your doing junkies and have about 2000 with out any creds i think your looking 600k on the low end n a mill on the high end per token now when u have 1000 lab space no credits your looking at ayour looking at just under 500k period plus u need to go to the dealer to get the money and would have to travel a lot more plus buy a bigger coat which makes it pretty worthless strat i think they would need to double the amount of drugs per lab space plus add a random element just like the amount of money the junkies bring u but still have the min amount of units produce be 17 that would make it so running junkies and lab together not to apealing but steff i think u have a pretty valid point
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