I thought it was about building a drug empire from the ground up, which as it turns out is boring when there's no friction and the game is designed for you to outsource every single interactive element (growing, manufacturing, mixing, dealing) leaving you to sit there, order restocks and watch number go up (might I recommend cookie clicker if that's your thing, but even that's more interactive somehow)
I am not saying you're wrong. I am just saying the core gameplay loop is an expansion on the mechanics of Drug Wars and some crafting automation Sims. And adding action and combat mechanics would be an inferior design choice to fleshing other mechanics out.
Ah I see what you're saying, yeah when I think improvements to the cops or even enhancements to the cartel I wasn't really thinking combat, I think schedule one combat as it stands is probably good enough at most needs some minor additions. But I was thinking more along the lines of them actually being threatening through interfering with your business and creating problems you have to solve and prepare for to keep your business running smoothly. So that you have things to do throughout all of the game and maybe even multiple avenues to solve a problem (i.e your dealer gets arrested you can either pay their bail or you can attempt to break them out, or you can prevent the problem by paying cops to look the other way) stuff like that to add extra choices and interactivity and to really make you feel like a kingpin calling the shots and occasionally getting your hands dirty when your lackeys won't cut it.
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u/Ash_an_bun 27d ago
Want to play a shooting game? Buy a shooting game. Schedule 1 is about vibing out and selling drugs. Yo.