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3-man OC Payout Effiency Improvement, maybe?

Started by Swedish [3223361] on in Questions & Answers.

14 replies · 177 views · thread synced · 4 days ago · View on torn.com
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Swedish [3223361]

I've noticed an issue with some people in my faction just sitting idle in the OCs while waiting for an earlier player to finish their planning phase, so I figured that a staggered approach may be an improvement towards having just 2 teams rotate for a double reward every 3 days. But now that I am gawking at my creation I'm starting to wonder if maybe I've just had a stroke or something.

[image: i.gyazo.com]

 

Like am I insane, or would this setup improve payout amounts with 33% compared to having two teams of players just filling up the crime whenever it finishes, and then have one player idling for 24h, and another idling for 48h before they start their planning phase?
If it's unclear, on Day 5 it starts over on day 1 for player 1. 

Ohadik [424017] Wiki Contributor

Well, no, not exactly. Once the players are in the OC they have to stay there, they can't just leave once their phase has completed. That said, you should definitely have some teams available for people to join when theirs finishes. 

Swedish [3223361]

I don't think you understood my question or my illustrative graphic. :) The idea is to stagger the OCs so that noone is spending time waiting to start planning, 100% planningtime on everyone should be maximizing the potential income you get, say you have 2 teams of 3 just all hopping into the same OC once it finishes, then it takes 3 days to get 2 paydays, but with the staggered approach I've visualized  you do not waste any time not planning, so you get a payday every day.

On an individual level you get 2 paydays every 4 days instead of 2 every 6 days. (once the scheme is rolling)

 

At least that is how i think it should work out.

Player 1, 3, 4 and 6 plans for 3 days and 1 day, player 2 and 5 always plan for 2 days.

Compared to inefficient OC-setup where all join at once and everyone spend 3 days and then 3 days.

WhackedMaki [2587660]

Once it's rolling it is more time efficient, yes. But as someone who has spent a lot of time trying to organize OC's with people, I can point out the biggest problems with this:

 

  1. Someone has to do the work organizing all these teams. Identifying who should be in each position for everyone in the OC will take a lot of work, and anytime someone joins or leaves the faction you potentially have to do it all over again.
  2. Someone gets enough skill to move up to the higher tier of OC. Do you tell them too bad so sad, you need to stick with this until someone else can take your place? Or do you once again redo all the calculations for it.
  3. Expecting people to read on torn dot com, text based crime mmorpg, is a pipe dream. Even just getting people to consistently join any OC is already a pain sometimes, let alone when they need to join a specific one at a specific time.
  4. What happens when one of them inevitably gets delayed, or a war makes it so that one can't fire off? Someone goes on vacation and is offline for a few days? The rotation is very easy to throw off of it's schedule by accident and then it all starts falling apart
  5. What do you do when you try to spawn in a fresh level 6 but Ched says "Actually you get 5 level 5's today, deal with it"
Viciously_Grim [2752611]

Yeah this is basically what we do but it's ad hoc, not planned. We have ocs starting planning before other ocs are finished, and filled up once the previous ocs are finished. Repeat.

Swedish [3223361]

Yeah, if one guy gets delayed or hinders the system then it'll delay all the payouts, but even then it should be more efficient than he worst case scenarios. In a perfect world people would just naturally try and minimize their non-planning time.

Busta_Chrymes [2859467]

I don't see the improvement. <-edit

Day1

Day2

Day3

Day4

Day5

Day6

1

2

3

 

 

 

4

5

6

 

 

 

 

 

 

1

2

3

 

 

 

4

5

6

 

In both scenarios, 4 OCs were executed. In both scenarios, each person participates in 2 OCs, with a 3 day wait time in between.

 

What you are probably thinking about is a case like this where you have a 6 day OC and a 3 day OC. Instead of stacking everyone into the 6 day crime, (where the last person just waits for 6 days), you have the last three people do a 3 day crime while the first three people are planning.

 

Day1

Day2

Day3

Day4

Day5

Day6

1

2

3

4

5

6

 

 

 

 

 

 

1

2

3

4

5

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4

5

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EDIT:
Ah, I see now! Sorry🙇🏻

Day1

Day2

Day3

Day4

Day5

Day6

1

2

3

 

 

 

 

4

5

1

 

 

 

 

6

2

4

 

 

 

 

3

5

6

 

 

 

 

1

2

 

 

 

 

 

4

 

You'd finish 4 OCs and have 3 slots running. Gotcha! Clever~

Delta [2049998]

yeah at TNL we do this but like visciously grim said above, it's all ad hoc, we just specify the criteria to join crimes and let members join crimes instead of assigning teams

IndyCision [2597200]

It can work - but remember in your examples you are also presuming that all members are suitable for all role types.

You can do the same thing (sort of) where specific people are always doing specific roles, but then those people get a lot more payout cycles.

Asenix [3049293]

I did my own spreadsheet and played around. In essence:

While it looks pretty chaotic the perspective of a single player is really straight forward:
"Is there a recruiting crime below 24 hours?" join. (24 hours till they become idle)
"there isn't a crime below 24 hours?" Start a new.
There just have to be enough members to fill the slots.

Worst case: You started to plan a new crime for a few hours and another crime becomes idle. Even in this situation you can switch the other since your "lost planning progress" is as effective as a "sitting around idle waiting for "your time to plan".

Qfiffle [2557282] Committee Committee

Yes, staggered OCs like this are the most efficient way.

 

We basically do this.

 

We spawn way more OCs than we can fill at once, and we ask everyone to join whichever OC needs someone the soonest (and if there's none that need someone within 24 hours, start a new one).

 

The goal is to never have more than the next 24 hours filled early. Most of the time we're getting relatively close to this ideal without any micromanaging, just by spawning a lot and telling players to follow that guideline.

 

(I should say it would be much harder with a more diverse set of members. We can put everyone into level 7s and 8s so we don't need a lot of other complexity around rules for who can join what, we just say do 8s only if you're over 62 CPR, otherwise 7s and with this guideline we are almost always in the 90s on scope, so can also afford to overspawn).

SidhuMooseWala [2959112]

Tbh, in a perfect world where every player listens to instructions and does it, it's possible. 

 

Have 2-3 people start the OCs, and the others join as they finish their OCs, you would have to time it pretty good so 1 person is joining as the 24 hr finishes while they finish their previous OC. Easier said than done. 

Swedish [3223361]

Yeah I had a real hard time to figure out if it was actually an improvement until I realized that player 1 restarted the cycle on day 5, like in general people should make an effort to minimize their time not planning a crime, which I think is what I'll try and communicate to my compadres rather than try and make them adhere to a schedule.

Thank you all for your various inputs, I found most of them helpful.