Organized Crime 2.0












Temporary page while we put together information.

Once complete, this page will take over Organized Crime, and that page will move to Organized Crime 1.0

Scenario Overview

Materials are consumed during the scenario and tools are not consumed.

Please note for example, ATM Key or Firewalk Virus is classified as a Tool in general, but is used as a material in Organized Crime 2.0. Similarly, Billfold, which is a Supply Pack, functions as a tool.

Level Name Length People Tools Materials
1 Mob Mentality 4 days 4 2 x Jemmy -
1 Pet Project 3 days 3 Net, Lockpicks Dog Treats
2 Cash Me If You Can 3 days 3 - ID Badge, ATM Key
2 Best of the Lot 4 days 4 lockpicks, Police Badge
3 Smoke and Wing Mirrors 4 days 4 DSLR Camera, RF Detector -
3 Market Forces 5 days 5 - Gasoline
4 Snow Blind 4 days 4 - PCP
4 Stage Fright 6 days 6 Binoculars
5 Leave No Trace 3 days 3 2 x Police Badge
6 Honey Trap 3 days 3 2 x Billfold
7 Blast From The Past 6 days 6 - Core Drill, Zip Ties, Shaped Charge, Firewalk Virus
8 Break the Bank 6 days 6 5 x Hand Drill Zip Ties
? Gaslight The Way ? ? ? ?
? Bidding on Chaos ? ? ? C4 Explosive

Payout System

Payout system helps to distribute a chosen portion of the rewards gained from successfully completing scenarios to the participants involved.

The faction leadership and any members assigned with the Organized Crimes permission can manage payouts.

When handling a payout, you must first decide how to split the reward between the faction and the scenario’s participants. This determines the percentage given to those responsible for its success and the amount retained by the faction. Of the percentage allocated to participants, each will receive an equal share; it is not possible to assign individual splits.

You can enter a value between 0 - 100 in the input box, with up to 2 decimal places (eg 82.15%).

0% if you do not want the members to receive anything and just want to mark the OC as Paid.
90% if you want members to receive 90% of the reward and faction receives 10% of the reward.
100% if you do not want the faction to receive any cut. Everything is given out to the members.

Money rewards can be paid directly to participants’ wallets, or their value can be added to faction balances. Item rewards can be randomly allocated as fairly as possible, or the market value of the items can be paid out to participants’ wallets or faction balances.

The Payout preferences, such as the split percentage and distribution method, are saved for the faction once a payout is completed and will be automatically filled in for the next payout.

Players can receive their payout cut to wallet even after they are not in the faction anymore.

Scenario Spawning

Factions can spawn a random scenario from four difficulty ranges. Each time a scenario is spawned, it consumes a new faction resource called Scope, which can be earned by successfully completing scenarios.

02c12505-8662-4a16-8fd9-0f4761f64107-1.png

OC 2.0 scenarios are categorized as follows:

Assignment Description Difficulty Range Cost (Scope) Reward (Scope)
Lambda (Λ) Simple assignments 1 - 2 1 2 - 3
Sigma (Σ) Intermediate jobs 3 - 5 2 3 - 4
Psi (Ψ) Advanced operations 6 - 8 4 5 - 6
Omega (Ω) Elite multi-step conspiracies 9+ 12 7 - 10

Before being able to manually spawn any scenarios, the relevant upgrade must be unlocked on the faction tree's core branch.

Factions that have migrated to OCs 2.0 will start with 25 Scope and can hold up to 100 in total. Scope passively regenerates at a rate of only +1 per day.

Spawned scenarios expire after 7 days.

Scenarios

Mob Mentality

Difficulty: Easy

Length: 4 days

Rewards:

  • Minimum: $1,168,000 and 38 faction respect
  • Maximum: $1,500,000 and 52 faction respect

Participants Required: 4 people

Roles Items needed Notes
Kidnapper Jemmy -
Looter None -
Looter Jemmy -
Looter None -

Pet Project

Difficulty: Easy

Length: 3 days

Rewards:

  • Minimum: $450,000 and 21 faction respect
  • Maximum: $800,000 and 40 faction respect

Participants Required: 3 people

Roles Items needed Notes
Kidnapper Dog Treats (used up) -
Muscle Net Success chance based on strength
(needs confirmation)
Picklock Lockpicks Success chance based on dexterity
(needs confirmation)

Cash Me If You Can

Difficulty: Easy

Length: 3 days

Rewards:

  • Minimum: $1,322,000 and 38 faction respect
  • Maximum: $1,591,000 and 51 faction respect

Participants Required: 3 people

Roles Items needed Notes
Thief ID Badge (used up) -
Thief ATM Key (used up) -
Lookout None -

Best of the Lot

Difficulty: Easy

Length: 4 days

Rewards:

  • Minimum: 36 faction respect
  • Maximum: 68 faction respect
  • Scope: 2 or 3
  • Other Rewards: 1 x Mercia SLR or 1 x Echo R8 or 1 x Lolo 458

Participants Required: 4 people

Roles Items needed Notes
Picklock Lockpicks -
Car Thief None -
Muscle None -
Impersonator Police Badge -

Smoke and Wing Mirrors

Difficulty: Easy

Length: 4 days

Rewards:

Participants Required: 4 people

Roles Items needed Notes
Car Thief RF Detector -
Impersonator DSLR Camera -
Hustler None -
Hustler None -

Market Forces

Difficulty: Medium

Length: 5 days

Rewards:

  • Minimum: $6,037,000 and 94 faction respect
  • Maximum: $8,575,000 and 111 faction respect

Participants Required: 5 people

Roles Items needed Notes
Enforcer None -
Negotiator None -
Lookout None -
Arsonist Gasoline (used up) -
Muscle None -

Snow Blind

Difficulty: Easy

Length: 4 days

Rewards:

  • Minimum: $7,691,000 and 70 faction respect
  • Maximum: $10,565,000 and 116 faction respect

Participants Required: 4 people

Roles Items needed Notes
Hustler None -
Impersonator PCP (used up) -
Muscle None -
Muscle None -

Stage Fright

Difficulty: Medium

Length: 6 days

Rewards:

  • Minimum: 19 xanax and 132 faction respect
  • Maximum: 30 xanax and 167 faction respect

Participants Required: 6 people

Roles Items needed Notes
Enforcer None -
Muscle None -
Muscle None -
Muscle None -
Lookout Binoculars -
Sniper None -

Leave No Trace

Difficulty: Medium

Length: 3 days

Rewards:

  • Minimum: $9,660,000 and 75 faction respect
  • Maximum: $13,474,000 and 108 faction respect

Participants Required: 3 people

Roles Items needed Notes
Techie None -
Negotiator Police Badge -
Impersonator Police Badge -

Honey Trap

Difficulty: Hard

Length: 3 days

Rewards:

  • Minimum: $17,077,000 and 88 faction respect
  • Maximum: $25,671,000 and 141 faction respect

Participants Required: 3 people

Roles Items needed Notes
Muscle Billfold -
Enforcer Billfold -
Muscle None -

Blast From The Past

Difficulty: Hard

Length: 6 days

Rewards:

  • Minimum: $147,321,000 and 270 faction respect
  • Maximum: $202,382,000 and 375 faction respect

Participants Required: 6 people

Roles Items needed Notes
Hacker Firewalk Virus (used up) -
Picklock None -
Engineer Core Drill (used up) -
Bomber Shaped Charge (used up) -
Picklock None -
Muscle Zip Ties (used up) -

Break the Bank

Difficulty: Hard

Length: 6 days

Rewards:

  • Minimum: $275,000,000 and 156 faction respect
  • Maximum: $393,203,000 and 439 faction respect

Participants Required: 6 people

Roles Items needed Notes
Robber Hand Drill -
Muscle Hand Drill -
Muscle Zip Ties (used up) -
Thief Hand Drill -
Muscle Hand Drill -
Thief Hand Drill -

Gaslight The Way

Not available yet

Bidding on Chaos

Not available yet

Historical Notes

During the beta period until 18/03/25, scenarios had a certain chance of spawning based on their level and the highest-level scenario that a faction had successfully completed within the previous two weeks.

Scenarios spawned with 25% more slots than the faction could fill. Inactive players did not contribute towards the member count, as they were unable to fill these positions. Only members who had been active within the past 24 hours were considered when calculating the spawning mechanics.

Patch History

Released in Patch list #

Patch list #380 : 01/04/2025
  • Changed OCs 2.0 scenario spawning to ensure an even distribution of each level rather than scenario
Patch list #379 : 25/03/2025
  • Added list of faction members who haven't joined a scenario to the bottom of the Recruiting tab on OCs 2.0
  • Changed expiry of OCs 2.0 scenarios from 72 hours to 7 days
  • Fixed injuries (low life) sustained from OCs 2.0 scenarios unintentionally being immediately recovered
  • Fixed failure to stop an OCs 2.0 scenario initiating if one of the members is in federal jail
  • Fixed unintended space between player names and 's on OC 2.0's scenario outcome text
Organized Crimes 2.0 : Scenario spawning system : 18/03/25
  • Launched the new scenario spawning system for Organized Crimes 2.0
Patch list #376 : 04/03/2025
  • Enabled Level EXP gain & Crime EXP gain/loss after OCs 2.0 scenario completions
Patch list #373 : 11/02/2025
  • Released new level 4 difficulty scenario for OCs 2.0 named Snow Blind
Patch list #372 : 04/02/2025
  • The Organized Crimes 2.0 migration has just been enabled for all factions.
  • Released new level 3 difficulty scenario for OCs 2.0 named Smoke and Wing Mirrors
  • Increased respect gains for the successful completion of OCs 2.0 scenarios
  • Increased life lost from injuries sustained during critical failures in Crimes 2.0 and OCs 2.0
  • Increased injury severity on OCs 2.0 scenarios Break the Bank and Leave No Trace
  • Updated Law Firm's Loophole perk to boost crime XP by 20% during OCs 2.0's CPR calculations.
  • Disabled wallet payouts in OCs 2.0 while the sender is in jail/hospital/traveling
Organized Crimes 2.0 : 24/01/25
  • Payout system now available
Organized Crimes 2.0 : 18/12/24
  • Organized Crimes 2.0 Beta rollout has begun