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The Bloods street gang began at the Centennial High School in Compton, California and were originally known as the Piru gang - Piru meaning Piru Street in Compton, California. The Bloods street gang has become one of the most violent and notorious street gangs active in North America today. With active chapters stretching from the southern United States border into Canada’s larger cities such as Montreal and Toronto, the Bloods continue to further expand their influence by opening new chapters. Emerging Bloods subsets form per the influence of larger Bloods gangs with organizational hubs in cities including Los Santos, New York City, and Chicago. Originally a gang with membership exclusive to African-Americans, many Bloods gang sets today recruit Asian, Caucasian, and Latino members. The Bloods were initially formed in the City of Los Santos during the 1970s to protect neighborhoods from rival gangs and anti-civil rights protests. After the introduction of crack cocaine in the 1980s however, the Bloods along with other street gangs became central drug shops and middlemen for large-quantity suppliers. Throughout this time the Bloods rivaled many other gangs including other Bloods sets for drug territory. As Latino street gangs grew in membership and power, fighting amongst African-American street gangs fell in terms of priority. Many of the 78 identified Bloods gangs in South Los Santos during the 1990s unified in several gang networks to defend against Latino gangs, some even including long-time gang rival the Crips. Despite warring against Latino gangs in South Los Santos, Bloods gang sets continued to grow while new ones emerged. By 2000 six new major Bloods gang sets had been identified, three of which were reported to be based in East Los Santos. Most prominent of these three is the Money Made Mafia Bloods set. Comprised of two subsets, the Money Made Mafia Bloods are a Piru-affiliated street gang headquartered in the 300-unit Crystal Gardens housing project lot of Idlewood and is one of two Bloods gangs currently active in Idlewood. The Bloods present a significant threat to correctional administrators not only due to their predatory and violent behavior but more importantly due to their intense rivalry with the Crips. As do the Crips, the Bloods have a strong fascination with assault-type weapons. California Bloods sets are typically from South-Central Los Angeles; they have similar attitudes about group loyalty and violence. Like the Crips, the Bloods love to be in the limelight. They are especially arrogant and believe that acting naive about them conveys weakness. Bloods members will seize every opportunity to lie and portray the image that they respect only those who are “bigger and worse”. Traditionally, the Bloods Street gangs have always worn red colors, using red bandana's or red rags; similar graffiti and graphics styles, expressing their disrespect and resentment for Crips and Crips symbols. Recently, a new trend appears to have arisen. Bloods in some eastern states have reportedly been known to wear brown, tan and rust or burnt orange colors to represent "Dried" blood. ___________________________________________________________________________________
Smuggling Detailed description:Smuggling, a prequest for Gun/Drug importing, the system would work alongside or replace the current method of importing Guns/Drugs. Rather than Guns/Drugs appearing in warehouses through an act of god, They would be fractionally or entirely dependant on imports, less so for some things than others. I.E you are not gonna grow cocoa (cocaine) in Los Santos that can only be imported/smuggled. Weed, guns and other similar things would have a element of it being smuggled in, however their will always be a home presence for this stuff (Home growers, stolen weapons with numbers removed). What we would suggest is having a system similar to the current weapon/drug import system Requiring people to apply on the forums to be a “Smuggler” giving rp reason and story behind them being this. These smugglers would evidently need to have vehicles and connections to make the logistics work, planes or boats as an example and connections both in county and foreign to be able to import/smuggle this stuff in and get rid of it. The IC/IG way this would work is that you would have smuggling factions similar to gang factions however rather than trying to own turf and become involved in gang based illegal activities they would be focused on keeping their heads below the radar and shipping in illegal goods for profit. Import goods could be broke down into two varieties. Street: Weed, Pistol, Sns Pistol, .50 Pistol, Vintage Pistol, Machine Pistol, A.P Pistol, MicroSMG Mini SMG, Shotgun, Sawn-off Import:Coke, Heroin, Smg, Assault Rifle, Carbine Rifle, vests, cuban cigars, Bullshark Tesosteron The Street ones would be attainable directly for gangs, meaning they do not need it smuggled in by a 3rd party but would be able to get it potentially at a lower price in bulk from smugglers. The Imports would only be attainable via smugglers, these smugglers would get the goods when ordered by 3rd party (i.e street gang) and get rid of them ASAP The mechanics of this would be simple, have certain locations be “spawnable points” for the package, both for the Smugglers and street gangs. The Smugglers locations would be remote islands/at sea and need bringing back to the island and then getting to the final party (person who ordered it) The street gangs who get their goods via “street” means would potentially have remote locations on island as pickup points for them to collect said goods from. In both cases the containers would be sealed and you would get no use from them until getting them to their final destination. Commands to add: /CP (/CollectPackage) /LP (/LoadPackage) /UP (/UnloadPackage) Items to add: “Packages” box to be collected with goods in. ,Boat trailer for cars/vans, allowing smugglers to take their boats to the most logical place to sail from. How would your suggestion improve the server? These suggestions would add a level of realism to the weapons and drugs on the streets being difficult to get. The opportunities for roleplay would be greatly expanded as it would give county Sheriff’s work in the remoter locations, the city police would be able to try running checkpoints etc. to try prevent them getting into the city, SEB/FIB could have operations and investigations to try and catch these smugglers/gangs in the act. All of these allowing for more meaningful and impactful roleplay rewards for good policing. This would also give the air units of LEO more reasons to take out helicopters and potentially even reason for naval trained units with boats. As for the gangs and none LEO’s, the basic civilian won’t be affected apart from occasionally seeing a checkpoint or something. The gangs that currently exist would have far more realistic roleplay for obtaining illegal goods that involves active gang interaction and a realistic risk of being caught red handed. The smugglers who bring in the “foreign” import goods would be the most affected as this would give them an ability to do work of some kind that makes sense RP wise and would also create interaction opportunities. This would allow for effective law enforcement to affect the criminal economy of the world. This would also allow for more meaningful intergang interactions of a violent nature, i.e Mexicans trying to jack the Russians as they are bringing back a van load of gear. Additional information: The crates would only be loadable in appropriate vehicles, i.e you wouldn’t be trying to sneak guns into the hood with a supercar. The smugglers would have to remain independent from gangs and should not be associated with them in any way other than selling them goods. A potential discount for smugglers who get approved for certain vehicles (Boats and certain planes) As good smugglers keep a low profile this might see an increase in bribery attempts and the use of Hush money, Both of which are criminally underused currently. On this map are some rough ideas for placements of some “package” pickup points Yellow: Street/gang based pickup points. Blue: Smuggler pickup points. (for the smugglers points anywhere in the sea could work too. This is an idea from Horratio Totsen and myself.
So first of all, as many others have pointed out before, there is no incentive for drug use; there is a forwarded suggestion that proposes an effect, which is increased HP. I would also propose other things to add to that so it feels more immersive and adds some RP. A character could have a value: OnDrugs: Y/N; Every time you take a drug, or even drink alcohol, the value goes Y and a timer starts (depending on the drug this timer is long or short), when timer is over it goes N. LSPD/LSFD can have a command /drugtest [target] to do their thing. Visual Effects: Each drug could have a different Effect (as the ones provided in Director mode, an example would be the one that you get in SP when you do pot). Addiction: A hidden value, each drug has a value X, that value adds to the character's stats, when it reaches a point, you become addicted and each hour you lose a % of HP. LSFD could have an expensive rehab service. Maybe a timer could be set to this value on the character side; each hour it would decrease slowly if no drugs are taken if you are not yet addicted. Sorry for the low effort suggestion, but I have to run and I accidentally posted it already!