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Heists

Started by Legaci [2100546] on in Suggestions.

13 replies · 228 views · thread synced · 6 days ago · View on torn.com
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Legaci [2100546]
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:
  • 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.
Heists are dramatic criminal endeavours that require significant planning and execution.

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")
Phases of play;
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.
Tealy [2110891]
Making heists is a pretty good idea and gives players who make money off of crimes like PAs and normal crimes, another source of income but for the the Big Al's Bunker heist i feel like if the skill ceiling is too low or if rewards are too "good"(say like you earn 2 small arms cache each heist which would be 42h=2 small arms cache), the rw market WILL crash and indirectly people who do rw will earn much less due to the increase of caches on the market, now i'm not saying it's a bad idea, concept wise it's pretty damn good but it just needs some balancing

Some other heists like maybe robbing a bank or what would be a "easy heist" could be good for groups of people that want to carry the networth of some noobs and also, why not add merits too on this?
Legaci [2100546]
Yeah i also agree, that melee caches are probably not a good idea, but for the sake of the suggestion i had no good ideas to have as a reward for monetary value, it could even just be the cash value of a melee cash based on market price at that time. rather than an actual Melee cache
Tealy [2110891]
I think a cash reward would genuinely be much easier as a reward to give out without having drawbacks since, not necessarily all that cash would go to the rw market and inflate mv so that you'd get better rewards, maybe you need to cover your expense like materials used for the heist and the pay of members, so... maybe it's kind of balanced as it is to give out simple cash rewards but maybe on for some heists a few items to earn would be pretty nice
Dr-Warsein [463722]
I also like the idea of going beyond faction's boundary.

I have old and new friends in different factions across the city, maybe with this Heists system, we can organize something fun - weekly or fortnightly basis.

R+
DieselBlade [1701621] Wiki Contributor
Crimes involving multiple people is the definition of organised crime. I think this should be exclusive to factions.

If you watch heist movies, like Ocean's 11, there is a group of close knit people who commit organised crime. They are a gang, aka a faction. Albeit, they don't war.

If OCs are lucrative maybe there will be OC factions.
Cheb [876657] Reporter
I would like to add that robbing dukes stash house for cash, Leslies casino vault for tokens and cash, Fernandos saloon for 100x moonshine and/or cash, Jimmys safe house for Armalites and DBKs, Tinys place for a stat enhancer? etc