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OC's question

Started by Rattlerbite [2271899] on in Questions & Answers.

9 replies · 463 views · thread synced · 5 days ago · View on torn.com
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Rattlerbite [2271899]
I am looking for a link that would help me to do my oc's better for my faction things such as what is needed and what nerve should the participant have minimum I would appreciate any help I can get Thank you in advance
AJ- [2173898]
Im sure Proxima or Cloudjumper had made something, but I don't have a link....but this is the guideline I always use


Blackmail - 20NNB
Kidnapping - 25NNB
Bomb Threat - 30NNB
Planned Robbery - 40-55NNB
Hijack a Plane - Low 60NNB
PA - Strong 60NNB
SVD_NL [2363978]
While this may be the safe way to go, we have had great success doing Planned Robbery crimes with a team of 35-30-30-30-30 (at the start even with a high 25 instead of a 30 in the last slot).
Our success rate with that team is over 90%
Although officially it's not the case, we just can't help but feel like player activity, and time between being ready and initiation matters... But we can't prove that. Just that a similar team with less active members that kept flying, also kept failing the PR.

Don't be too conservative, try out some new things every once in a while. Failing them barely affects CE, but successes can give a big CE boost to members, and some extra cash for the bank.

For bomb threats we just try to make teams that work, trial and error. With all 30s it's usually successful, but with a team of 25s or a 30 and some 20s you can get a few as well.
Trial and error is key.
Traxler [2093418]
Blackmail - anybody
Kidnapping - 20+
Bomb threat - 25-30
PR - 30-40
MT - 40-50 (Don't have much experience with those, people are better used in CL, as long as your faction is disciplined)
CL - 40-55 (average member should be ~50, so balance 40-45's with 55's)
PH - a mix of 60's and 55's. The more/stronger 60's the better, but the failures will be happening regardless. We had a decent success with 2 60's and 6 55's, I've heard of even weaker teams with over 50% success rate

Failed OCs don't result in CE loss, so don't be afraid of experimenting. And higher OCs give much more money/CE per playerhour, so you may gain more with weak CL, say, than a bunch of ironclad PR.

EDIT:

ShinjiHouraisan disliked your post



OC's question



No clue who you are, but if you've accumulated a contradictory information regarding OCs in your 59 days in Torn - please, speak up. Always interesting to hear a different opinion.

Mentions: OC's question

BMT [2402197]
No worries buddy :D make sure you keep the link saved somewhere so you can access it whenever you need to refresh your memory or double check, good luck on your OCs :)
Traxler [2093418]
There is no one perfect setup for an OC. Even a weak team can succeed, even the strongest team has chance to fail, it's all about balance. You you have eight weak ish 60's in your faction - by all means, put them together.

What's your plan for a faction with 5 60's and a bunch of 55's? Make them do Money Train? PH gives 5-10 times more CE, and 5x times more money per player-hour than MT.

I saw Wolverine's guideline, and most of the other guidelines out there. I offer another one, and explain how and why it works for the factions that are not Evolution (i.e. don't have 99 60's in their ranks, 30 of them PA leads)