Organised crime (OC) — the big hits with your crew
Organised crime (OC) are the real big hits in BELLOCCO. Where a normal crime is a solo loop, you plan a complete squatting with a crewq: A gas station robbery, a jewelry store creaking, robbing a cash transport or the hitter of all, a full bank robbery. The payout is many times higher than a solo loop, but you need coordination, the right roles and a little guts for it.
Fixed rolls per squat
Each crack has a number of roles to fill in before you can start — think about a driver, squatter, hacker, shooter, lookout or hostage taker. The heavier the crack, the more roles and the more specialised the crew. A gas station saves two men; A bank robbery requires a full team of five. As leader, you start the squat and decide how to fill the roles.
Players or hired minions
You fill the roles in two ways, and that choice is at the heart of the whole strategy:
- Real players that join choose which open roll — nothing is automatically assigned to you. They are more skilled than an accomplice and push up your chances of success, but they also share in the spoils.
- Enlisted accomplices (NPCs) hires you separately as leader per empty role, against a fixed rent that is fixed per squat. They are less skilled than even a novice player, but the spoils remain (except for their rent) completely for you.
So you can run a crack only — rent for every role an accomplice, keep almost everything, accept a lower chance — or together — a strong crew of real players, higher odds, but the spoils go to pieces. Please note: a second account of yourself may not be included in your own crew — it is automatically blocked (see fair play).
Not every roll weighs equally heavy
All roles of a squat must be filled, but not every roll counts equally heavily in your success. Squatter and Hacker — the rollers that crack a safe or hack a system — 1,25× weigh as heavy as the other roles (recognizable by the "heavy" label on the operating page). So put your strongest or most experienced player on such a role: that affects your chances more than the same player on a lighter role like driver or lookout.
Success, spoil and risk
Je slaagkans is een basiswaarde plus de weighted average skill van je crew (de zware rollen tellen dus extra mee), min de moeilijkheid van de kraak. De uitkomst ligt altijd tussen de 5% en 92% — een gegarandeerde nul of honderd procent bestaat niet. Een handlanger heeft altijd dezelfde vaste, bescheiden vaardigheid, ongeacht welke rol hij vervult; een echte speler wordt vaardiger naarmate zijn rank stijgt — al vanaf rang 1 is een speler net iets vaardiger dan een handlanger.
The economy is consciously balanced: on average, organised crime yields about as much per hour as ordinary crimes — you trade in the higher amount per hack against waiting time and shared loot.
Failed the heist? Than am you the henchman costs lost and runs each crewlid risk to too become arrested (2 up to 7 minutes in the cell) — the leader runs in doing so double so much risk if the rest of the crew, because he organiseerde the job. After each heist applies for everyone that participated a cooldown of 10 minutes, and a open crew that not on time fills up falls after 30 minutes automatically off each other — already hired henchmen become than automatic repaid on the leader. Want you self stop? If leader can you the heist call off (handlangerhuur goes back); a just crewlid can the crew on each moment just abandon.
What do you make besides cash
Just if at a regular job is a successful OC much more than only money. The loot and the XP become equal divided under all real participants — henchmen get only their fixed rent, no share — plus season points for each participant, with chance on a tuning part and a safe code. Moreover counts each successful operation along for you achievements, daily tasks, challenges and tournaments. Have you a district with a underworld advantage conquered, than falls you part of the loot also still once higher off (see territory). A good turned bank robbery move you so in one blow forward on several leaderboards at the same time.
Your cracking history
On the OC page you will find a History tab with your personal overview of last cracks: Which squat, or your leader, which was the result, which was your share of the loot and whether or not you were arrested. Convenient, because a crew itself exists only temporarily — once a crack has been carried out (passed or not), it is immediately cleaned up. Your History tab is kept, so you can always see your own record.
Strategy to win
- Choose a heist on you level. Start at the gas station and work up as you rank rises — pay attention on: also to on too close at the crew of someone otherwise must you on the rank requirement of that heist satisfy. View all Oc operations with their exact numbers.
- Put your best player on a heavy roll. Kraker and Hacker weigh 1,25× so heavily — a strong player there provides more chances than that same player on driver or lookout.
- Weigh solo together. For heavy cracking pays a strong crew of real players; For light cracking you can have more with accomplices.
- Work together with you family. A fixed crew off you own family is reliable and good on each other played in.
- Plan around the cooldown. Fill you cooldown with solo jobs or drugs deal so that you never sits still.
Collect a crew, choose you role and hit you first big blow. Play free.
Frequently Asked Questions
Can I do a crack alone?
Yes. You fill the open roles with hired accomplices, per roll separately. That costs a fixed rent and your chances of success are lower, but you keep the whole loot (except for the rent) to yourself.
Do I choose which part to join?
Yes. With an open crew you see exactly which roles are still free and you choose what role you fulfil — a role is not automatically chosen for you.
Why does one part count more than the other?
Rolls like Kraker and Hacker (vault cracking, systems hacking) weigh 1,25× as heavily in the calculation of your success chances as the other roles. Therefore, put your most experienced player on such a role for the greatest effect on your chances.
What happens if the squat fails?
In a failed hack, you lose the rent of your accomplices and every crew member runs the risk of 2 to 7 minutes in jail. The leader runs twice as much risk as the rest of the crew.
How long do I have to wait between cracking?
After each crack, a cooling time of 10 minutes applies. An open crew that doesn't fill up automatically runs after 30 minutes — hired accomplices will then be repaid to the leader.
Where do I see my own cracking history?
On the History tab of the OC page there is an overview of your last cracks, with results, your share of the loot and whether you were arrested — even after the crew has been cleaned up.