Let's admit it. OCs are great for adding funds to the faction bank and for increasing your personal CE.
But because it barely requires user input, they are very boring. I would like to suggest some changes to make it both more realistic and less boring.
Suggestion #1: Roles
Some members of the OC can be assigned to a role:
Examples of such roles might be: Driver, Weapon Specialist, Leader, Medic, Breakout Specialist, ...
For a PA you might need to assign a Leader, a Weapon Specialist and a Driver.
Each role requires a certain expertise. A leader needs to be high-level, a driver needs high racing skill, a medic high revive skill, ..
The success of the OC is determined by the quality of the members.
If for a PA you assigned a green leaf to the drivers role, it will be unlikely the team will escape from the police (and thus fail the OC)
It's up to the faction to decide which roles you assign to the OC.
If you think 4 Weapon Specialist is the best set-up, go for it. This will probably result in a higher payout, but also a higher chance of hospitalisation.
(There might be some restrictions, as you cannot have 4 Leaders for example)
- This will promote the set-up of Torn: Build your character to infinite strengths and play it your way. If you want to be a bad-ass getaway driver, you can be one. If you want factions to hire your 100% revive skills to pull off difficult OCs, go for it.
- This might give some meaningless skills a better perspective: perhaps hunting skill might become a needed skill to pull off some OCs? Same for racing skill, amount of busts, ...
Suggestion #2: More Organised Crimes
There should be a bigger list of Organised Crimes your faction can choose from.
This might even be another branch in the faction upgrades, so that new OCs can be unlocked. (See Suggestion #3)
Not all factions are strong and big, and not all members are born weapon specialists or leaders. Therefore, there should be many types of organised crimes, varying in skill, member size, specialisation requirements and payouts.
Low-level OCs might not give a money payout, but maybe more EXP and low-tier alcohol items.
One high-level OC might pay out big (for example Raid on Duke's Warehouse), but has little chance, even with perfect setup. While another high-level OC might give additional skills and some Energy cans, but less payout.
Suggestion #3: New faction branch to unlock different kinds of OCs
Read Suggestion #2, then this makes sense.
Suggestion #4: More user involvement during planning phase
Okay, so you decided to be a breakout specialist, cool. But if the 'Crime manager' of the faction just assigns your role and 4 days later the OC is executed without you doing anything, OCs are still plain boring.
What if some or all members of the team need to perform an action in order for the OC to be fully planned?
For example:
The driver needs to buy a car and assign it to the OC. Better car, higher chances. Please note, the car might be lost after the OC.
Robbing a money train in Switzerland? Some members need to travel to Switzerland to inspect the environment.
What can a medic do without supplies? He needs to buy and assign some medical items like Morphine, First Aid Kits, Blood bags, ..
Without all members doing their part in the planning, the OC cannot be initiated!
Of course, a minimum planning time is still needed, but might be less with active members!
I hope these suggestions makes sense, and please be aware I'm just giving some ideas and examples.
Some features I mentioned need to be investigated, some might not be feasible right away, and others will forever be fantasy in Torn.
If you like the direction and general idea of my suggestion, please give this thread a thumbs up!
To Chedburn:
I would like to mention that concepts and content for this feature is being worked out and explored along with an interactive spreadsheet to help illustrate how Organised Crimes 2.0 could work in the current Torn situation. I hope to share this with you, if interested.