I know there has been suggestions on this before, with the release of crimes 2.0 i feel this would be an additional next generation feature for torn.
Heists can offer a great P2P scenario that would connect players together to build teams, it would also offer an additional service. (more to be explained below)
Now we all know what a heist is, and for those that don't;
A heist is a robbery or theft, especially of a considerable or high-value target such as a bank, museum, or other secure location. Heists are typically well-planned and executed by a group of skilled criminals. Some key characteristics of a heist include:
I briefly thought about how 1 heist could work and ill outlay the process.
Before i do here is some criteria, that could or could not be implemented;
At each phase of play, it will cost some Nerve and in some cases maybe even energy.
Planning: Each team will be required to collect throughout torn a set of tools and materials needed to ready for the next phase! Planning time would take 6 - 12 hours after this time it automatically goes into the Organising phase.
Organising: The team will be ready to organise, all the materials collected will be used and loaded into the vehicle. Organising takes 12 - 24 hours and would then go into the Execution phase.
Execution: The execution i have been stumped on and wonder if we could do something the help generate the success of this crime, like maybe join in an NPC fight to help distract or something of similar calibre.
Robbing Big Als Bunker
Team Size: 4-6
Planning time: 12 hours
Organising time: 24 hours
Execution time: 6 hours
Tools and materials:
Spy Cameras, Crowbars, 4 or 6 weapons (based on Participants), Full Armour Sets for each (Any set), a vehicle to drive to the scene and a getaway vehicle. (This is just an example of some not all that we can use)
Outcome: I was thinking of an cache of some sort, however not sure if it may be wise to keep the strictly for RW, however for the sake of this suggestion lets just say a melee cache.
After the Heist is finished, there is a cooldown of 24 hours before another heist can be joined or initiated.
Additional service
Members with large CE could hire themselves out as Heist Mercenaries; Those can be paid to build teams to help influence the outcome of these heists.
Extra notes
I'd like to see a lobby, where they advertise the positions available for a heist where i could send in my application to be part of the team. When initiating a heist it would also be nice to either make it public or do a private group to invite members.
By no means is this perfect, and would love to hear opinions, if you like this kind of idea, please rate and share.
Heists can offer a great P2P scenario that would connect players together to build teams, it would also offer an additional service. (more to be explained below)
Now we all know what a heist is, and for those that don't;
A heist is a robbery or theft, especially of a considerable or high-value target such as a bank, museum, or other secure location. Heists are typically well-planned and executed by a group of skilled criminals. Some key characteristics of a heist include:
- Pre-planning and intelligence gathering about the target, security systems, etc.
- A team carrying out specialised roles like lookouts, getaway drivers, safe crackers, etc.
- Sophisticated techniques to bypass security like disabling alarms, cracking safes/vaults, etc.
- The goal is to steal money, valuables, art, or other high-value items.
- Heists are usually carried out quickly and with stealth to avoid detection.
- A clean getaway is crucial after pulling off the theft.
I briefly thought about how 1 heist could work and ill outlay the process.
Before i do here is some criteria, that could or could not be implemented;
- A members NNB must of of minimum 50 to initiate a Heist.
- Members above 25NNB can join heists.
- The member whom initiates the heist will be the leader of the heist and the outcome is heavily based on the CE of the leader. However other members will still have a meaningful impact on the outcome of the heist.
- Only one heist can be in play at any one time, however i propose a system to stop continuous heist with something like a heat system, where as the more heists done in a short amount of time starts to generate unwanted attention.
- Each heist will be required to go through phases of play, (More below)
- Heists can be failed if the phases of play are not completed but not a certainty, it just lowers the success rate drastically.
- Each member is assigned a role within the heist during the planning phase.
- Each heist has a getaway driver, The Driving Skill of the drive can be used to help persuade the success rate.
- During a heist members cannot travel or race.
- Panning time will start once the team reaches the minimum required members and once the leader has started the heist ( A button "Start planning")
At each phase of play, it will cost some Nerve and in some cases maybe even energy.
Planning: Each team will be required to collect throughout torn a set of tools and materials needed to ready for the next phase! Planning time would take 6 - 12 hours after this time it automatically goes into the Organising phase.
Organising: The team will be ready to organise, all the materials collected will be used and loaded into the vehicle. Organising takes 12 - 24 hours and would then go into the Execution phase.
Execution: The execution i have been stumped on and wonder if we could do something the help generate the success of this crime, like maybe join in an NPC fight to help distract or something of similar calibre.
Robbing Big Als Bunker
Team Size: 4-6
Planning time: 12 hours
Organising time: 24 hours
Execution time: 6 hours
Tools and materials:
Spy Cameras, Crowbars, 4 or 6 weapons (based on Participants), Full Armour Sets for each (Any set), a vehicle to drive to the scene and a getaway vehicle. (This is just an example of some not all that we can use)
Outcome: I was thinking of an cache of some sort, however not sure if it may be wise to keep the strictly for RW, however for the sake of this suggestion lets just say a melee cache.
After the Heist is finished, there is a cooldown of 24 hours before another heist can be joined or initiated.
Additional service
Members with large CE could hire themselves out as Heist Mercenaries; Those can be paid to build teams to help influence the outcome of these heists.
Extra notes
I'd like to see a lobby, where they advertise the positions available for a heist where i could send in my application to be part of the team. When initiating a heist it would also be nice to either make it public or do a private group to invite members.
By no means is this perfect, and would love to hear opinions, if you like this kind of idea, please rate and share.