Inspired by the iconic Silkroad Online caravan system, Cargo Runs transforms the experience into Torn's gritty, faction-driven world. With sea routes instead of deserts, and modern smuggling instead of camel trains, this system brings together strategy, skill-based roles, PvP tension, and cooperative gameplay.
Overview:
Cargo Runs is a faction-exclusive seafaring trade system where members take on specific roles, embark on timed missions, and face event risks and pirate raids in exchange for high profits. This system is designed to:
Encourage strategic faction cooperation
Provide skill-based gameplay
Create new economic opportunities
Introduce timed PvP risks
Stimulate diplomatic interactions via escort deals
Offer a new way to increase job skills
1. Route Selection (Respect-Based Access)
Only the Faction Leader can initiate a cargo run. Routes have different durations, risks, and reward levels, unlocked based on faction respect.
Route Name
Respect Range
Duration
Event Risk
Profit
Local Coastline
0 - 100,000
12–18 hrs
5% — Storm, Customs
Very Low
Cartel Express
100,001 - 500,000
18–24 hrs
10% — Storm, Customs
Low
Shadow Route
500,001 - 1M
24–30 hrs
20% — Engine Failure, Customs
Medium
Crimson Tide
1M - 2M
30–36 hrs
30% — Double Raid, Storm
Good
Phantom Strait
2M - 4M
36–48 hrs
40% — Delays, Customs Fees
High
Abyssal Run
4M - 10M
48–60 hrs
50% — Sabotage, Blackout
Very High
Silk Road Raid
10M+
60–72 hrs
60% — Double Raid, Heavy Tax, Full Storm
Legendary
2. Faction Roles & Skill-Based Contributions
Faction members must assign themselves to one of the three primary operational roles like in organized crimes. Each role is affected by player job skills and has hard participation limits.
Navigator (Intelligence)
Reduces route duration. Grants a 0–20% bonus reduction, scaling with the Intelligence skill.
Min: 1 (mandatory), Max: 2 (2nd as "Assistant", 50% efficiency)
Max effect: 30% total reduction (%20 + %10)
Anti-Piracy Team (Endurance)
Defends the ship during pirate raids. Grants a 0–20% bonus stats, scaling with the Endurance skill.
Min: 0, Max: 10
Skill Bonus:
+1–20% to own stats
-1–20% to enemy stats
Collector (Manual Labor)
Gathers goods and serves as ship crew. Grants a 0–20% gather capacity and ship repair, scaling with the Manual Labor skill.
Min: 5, Max: 20
Carrying capacity: each player can load 250 items (base) → Max 300 items (with skill)
Repair duty:
After raid damage, only Collectors can repair the ship
Failure to repair within 1 hour (100 repair points) results in ship sinking and full cargo loss
3. Dynamic Event System
Each run carries a risk of triggering randomized events:
Event
Effect
Storm
+25% time delay
Customs Check
Extra tax or time penalty
Engine Failure
Requires repair by Collectors
Sabotage
Random cargo loss or stat debuff before raids
Double Raid
Two different factions can raid the same run
Blackout
Navigator bonuses nullified
Heavy Tax
25% profit automatically deducted
4. Pirate Raid System (Multiple Raids + Shielding)
Ships can receive multiple raids per run.
After each raid, a temporary shield is applied.
Shield duration depends on the route, maxing at 1 hour.
Route Name
Max Raids
Shield Duration (Max)
Local Coastline
1
-
Cartel Express
2
20 minutes
Shadow Route
2
30 minutes
Crimson Tide
3
40 minutes
Phantom Strait
3
45 minutes
Abyssal Run
4
60 minutes
Silk Road Raid
5
60 minutes
Raiding faction: Max 10 attackers per raid
Defending faction: Anti-Piracy Team (up to 10) + Escort (optional, up to 5) → 15 max defenders
5. Escort System (Paid Security)
Factions may hire external escort support from other factions or freelancers.
Escort ship is optional, limited to 1 per run.
Detail
Rule
Max Escort Players
5
PvP Contribution
Joins Anti-Piracy in raid defense
Result
Potential 15v10 PvP combat
Payment Methods
Torn$, item trade, respect sharing, etc.
Limitation
Must be hired before run starts
6. Rewards & Payouts
At the end of a successful run:
All goods go into the faction inventory
They can be sold, distributed, or used in future operations
Role
Reward Basis
Collector
Quantity of goods delivered
Navigator
Total time reduction
Anti-Piracy Team
PvP performance
Escort
Based on external contract terms
Potential Contributions to Torn
Strategic Roles
Every player has meaningful impact
Skill Synergy
Torn's job system is put to real use
Real PvP Risk
Raid planning, timing, stat bonuses matter
Economic Driver
Brings life to flower/plushie markets, creates new exports
Successfully defend against a raid during a Cargo Run
Shipwright
Repair 100 points of ship damage during a run
Sea Warlord
Win a raid during a Cargo Run against a full Anti-Piracy team (10) and full Escort support (5)
Dead Sea Veteran
Complete a run with at least 3 stacked negative events
Trade Prince
Generate $250,000,000+ in total profits from Cargo Runs
Plunder Prince
Steal a total of $100,000,000 worth of goods through successful raids on Cargo Runs
Sea Wolf
Participate in 50 Cargo Runs
This system can make faction gameplay in Torn more fun and more useful. It helps teams work together, makes job skills more important, and creates new ways to earn money. It doesn’t replace war — it expands the battlefield to the sea, where factions can fight, trade, and grow stronger in new ways.
What do you think? Would this system bring something fresh to Torn? Your thoughts and feedback are more than welcome.
When creating custom events, would it be possible to add a 'repeat previous event' option? It would be a great QoL feature, especially for XP Farm events.
Yes, creating an event takes around 15–20 seconds, not that much. But when you're setting up the same thing over and over, it gets tedious. A single-click option to repeat the previous event would make the process much smoother.
I do not know if it is restricted data but is it possible to determine how many days a player logged in? We can see player's best & current activity streak but couldn't find a way to track its total logged in days.
There could be a system similar to Organized Crime — once the required roles are filled, a countdown begins, giving others time to join as well.
“Other than the leader starting the run and members joining, is there any action required from members? If there’s a raid, do they need to come online and actually fight?”
Yes and no. I hadn’t fully thought about that part, but here’s an idea: There could be an alert like “An unidentified vessel has appeared on your radar — it’s closing in fast.” During that window, players could take manual actions. If they’re not online, their characters could be auto-controlled by the system.
This is just a rough concept for now, and of course it can be improved and fine-tuned to better fit Torn’s gameplay.
Inspired by the iconic Silkroad Online caravan system, Cargo Runs transforms the experience into Torn's gritty, faction-driven world. With sea routes instead of deserts, and modern smuggling instead of camel trains, this system brings together strategy, skill-based roles, PvP tension, and cooperative gameplay.
Overview:
Cargo Runs is a faction-exclusive seafaring trade system where members take on specific roles, embark on timed missions, and face event risks and pirate raids in exchange for high profits. This system is designed to:
Encourage strategic faction cooperation
Provide skill-based gameplay
Create new economic opportunities
Introduce timed PvP risks
Stimulate diplomatic interactions via escort deals
Offer a new way to increase job skills
1. Route Selection (Respect-Based Access)
Only the Faction Leader can initiate a cargo run. Routes have different durations, risks, and reward levels, unlocked based on faction respect.
Route Name
Respect Range
Duration
Event Risk
Profit
Local Coastline
0 - 100,000
12–18 hrs
5% — Storm, Customs
Very Low
Cartel Express
100,001 - 500,000
18–24 hrs
10% — Storm, Customs
Low
Shadow Route
500,001 - 1M
24–30 hrs
20% — Engine Failure, Customs
Medium
Crimson Tide
1M - 2M
30–36 hrs
30% — Double Raid, Storm
Good
Phantom Strait
2M - 4M
36–48 hrs
40% — Delays, Customs Fees
High
Abyssal Run
4M - 10M
48–60 hrs
50% — Sabotage, Blackout
Very High
Silk Road Raid
10M+
60–72 hrs
60% — Double Raid, Heavy Tax, Full Storm
Legendary
2. Faction Roles & Skill-Based Contributions
Faction members must assign themselves to one of the three primary operational roles like in organized crimes. Each role is affected by player job skills and has hard participation limits.
Navigator (Intelligence)
Reduces route duration. Grants a 0–20% bonus reduction, scaling with the Intelligence skill.
Min: 1 (mandatory), Max: 2 (2nd as "Assistant", 50% efficiency)
Max effect: 30% total reduction (%20 + %10)
Anti-Piracy Team (Endurance)
Defends the ship during pirate raids. Grants a 0–20% bonus stats, scaling with the Endurance skill.
Min: 0, Max: 10
Skill Bonus:
+1–20% to own stats
-1–20% to enemy stats
Collector (Manual Labor)
Gathers goods and serves as ship crew. Grants a 0–20% gather capacity and ship repair, scaling with the Manual Labor skill.
Min: 5, Max: 20
Carrying capacity: each player can load 250 items (base) → Max 300 items (with skill)
Repair duty:
After raid damage, only Collectors can repair the ship
Failure to repair within 1 hour (100 repair points) results in ship sinking and full cargo loss
3. Dynamic Event System
Each run carries a risk of triggering randomized events:
Event
Effect
Storm
+25% time delay
Customs Check
Extra tax or time penalty
Engine Failure
Requires repair by Collectors
Sabotage
Random cargo loss or stat debuff before raids
Double Raid
Two different factions can raid the same run
Blackout
Navigator bonuses nullified
Heavy Tax
25% profit automatically deducted
4. Pirate Raid System (Multiple Raids + Shielding)
Ships can receive multiple raids per run.
After each raid, a temporary shield is applied.
Shield duration depends on the route, maxing at 1 hour.
Route Name
Max Raids
Shield Duration (Max)
Local Coastline
1
-
Cartel Express
2
20 minutes
Shadow Route
2
30 minutes
Crimson Tide
3
40 minutes
Phantom Strait
3
45 minutes
Abyssal Run
4
60 minutes
Silk Road Raid
5
60 minutes
Raiding faction: Max 10 attackers per raid
Defending faction: Anti-Piracy Team (up to 10) + Escort (optional, up to 5) → 15 max defenders
5. Escort System (Paid Security)
Factions may hire external escort support from other factions or freelancers.
Escort ship is optional, limited to 1 per run.
Detail
Rule
Max Escort Players
5
PvP Contribution
Joins Anti-Piracy in raid defense
Result
Potential 15v10 PvP combat
Payment Methods
Torn$, item trade, respect sharing, etc.
Limitation
Must be hired before run starts
6. Rewards & Payouts
At the end of a successful run:
All goods go into the faction inventory
They can be sold, distributed, or used in future operations
Role
Reward Basis
Collector
Quantity of goods delivered
Navigator
Total time reduction
Anti-Piracy Team
PvP performance
Escort
Based on external contract terms
Potential Contributions to Torn
Strategic Roles
Every player has meaningful impact
Skill Synergy
Torn's job system is put to real use
Real PvP Risk
Raid planning, timing, stat bonuses matter
Economic Driver
Brings life to flower/plushie markets, creates new exports
Successfully defend against a raid during a Cargo Run
Shipwright
Repair 100 points of ship damage during a run
Sea Warlord
Win a raid during a Cargo Run against a full Anti-Piracy team (10) and full Escort support (5)
Dead Sea Veteran
Complete a run with at least 3 stacked negative events
Trade Prince
Generate $250,000,000+ in total profits from Cargo Runs
Plunder Prince
Steal a total of $100,000,000 worth of goods through successful raids on Cargo Runs
Sea Wolf
Participate in 50 Cargo Runs
This system can make faction gameplay in Torn more fun and more useful. It helps teams work together, makes job skills more important, and creates new ways to earn money. It doesn’t replace war — it expands the battlefield to the sea, where factions can fight, trade, and grow stronger in new ways.
What do you think? Would this system bring something fresh to Torn? Your thoughts and feedback are more than welcome.
When creating custom events, would it be possible to add a 'repeat previous event' option? It would be a great QoL feature, especially for XP Farm events.
Yes, creating an event takes around 15–20 seconds, not that much. But when you're setting up the same thing over and over, it gets tedious. A single-click option to repeat the previous event would make the process much smoother.
I coudln't way to get that from active streak data. I can give an example of you. Your age is 1184 days, and your streak is 368 days. I couldn't find a way to determine how many days actually you've logged in. This could be even 700, or 800.
This just shows how long someone’s been active in Torn overall — not how many days they’ve actually logged in. Like, two players might both have logged in on 10 different days, but this stat could still be totally different between them. What I’m really trying to find is something more like the number of donator days — basically, how many days they’ve actually shown up.
I do not know if it is restricted data but is it possible to determine how many days a player logged in? We can see player's best & current activity streak but couldn't find a way to track its total logged in days.
Looking for 5* or higher AN companies that can help newcommers & need constant worker(it's me). I don't know how much does it cost to help low-stat players, yet, companies that could help with training would be a huge plus for my gameplay experience.(never got trains before but from the guides i assume its necessary)