The murder system — liquidate a player
The murder system is the heaviest weapon in you arsenal: here switch you a rival definitive off. A successful liquidation (under Underworld → Murder) lays you target flat and delivers you a part of to be cash, respect, murder xp and possible bounties on. But a murder commit you not from behind you office: you must in the same country to be if you victim. Where that is? That tells the detective you — or you gambles, on own risk.
This is how liquidity works: Track, travel, strike
A professional attack takes three steps:
- 1. Tracking. Hire the detective to find out in which country your target is hiding. Formally that is optional — hunting your luck — but those who gamble wrong pay the price (see below).
- 2. Travel. If your target is in another country, then you get the planet. With every rounded track you immediately see if you are right: if it is "Slap," then it can; if it says "Travel there," then you have to fly first.
- 3. Strike. Choose your weapon, put your bullets in and press.
The wrong country: Gambling has a price
If you strike while your target is somewhere else, the attack will go nowhere — no bullets wasted, no gun wear, you never fired. But sneaking around with a gun in a foreign country is not an innocent ride. There are three ways such a night can go wrong:
- 🚓 Got it — standard 15% chance (adjustable) that a cop taps on your shoulder. Someone called about "That creepy guy with the gun" and next thing you know, you're on the asphalt with your face: 8 to 16 minutes in jail.
- 🩸 Rolled — standard 25% chance the local boys will see you snooping around on their peat. Four men in an alley, no talk, just a beat-up: 5 to 15 health lost.
- 💨 Unseen Slipping — the rest of the time, you just walk back to the airport like nothing happened. No cell, no blows — but your night is wasted and your target is still breathing.
Every failed attempt also gets its own atmospheric story — from a closed door to an old granny to a bartender who laughs at you right in the face. Funny to read, less funny when it happens to you. So if you're serious about hunting, hire the detective first. Gambling is for lucky seekers — professionals know where their target sleeps.
Cooling time: no assembly line to liquidity
After every atempted murder — passed, hit or even missed in the wrong country — you need to hit go into hiding before you can hit again. By default, 20 minute (adjustable, and automatically scale with the chose economic preset). As long as it runs cold time, you see a decoy on the murder page instead of the attack form. This prevent one player from emptying an entire server in a few minutes and makes each job a conservative choice instead of a button to spam.
Choose your prey wisely
Since the base loot scaled with the rank of your target, not every target is equally lucrative: A Street Scoffy earned a small handful, an established Tycoon a considerable loot. Combine that with a running bounty and a kill on the right person can yield more than an hour of crime at one stroke. Remember: the higher the rank, the heavier poor and protected such a person is usually — and the rank protection down the road in this article puts a setting on who you may attack.
The attack: target, weapon, bullets
On the Attack tab, fill in:
- Target — your victim's user name. It is filled in automatically via the "Slap toe" button on a track.
- Arms — a dropdown with all your working murder weapons, including their state and bullet consumption. Your equipped weapon is pre-selected, but you can pull another weapon out of the closet for every job. Broken weapons are out — first repair in the murder shop.
- Bullets — minimum the consumption of you weapon, but you may there more place bets for extra hit chance and damage. Each weapon has a own maximum: at least 6 extra bullets above the minimum, or 3× the weapon minimum if that higher comes out (the highest of the two counts). So gets also a sniper rifle (1 bullet/shot) a meaningful range of 1 up to 7, while a Uzi (6 bullets minimum) up to 4× can increase — to 24. A bladed weapon used no bullets.
- Message — if you wish, send your victim a personal message: one last greeting from his killer.
The default message: your business card
Type you at each murder the same threat? Set than a standard message in. On the attack form find you the option "Standard message": one click brings you to a screen where you your fixed text sets — or a of the ready-made classics chooses, such as "Nobody betrays the family and lives to the after too tell." Is there a standard message set, than state the checkmark on and you text automatic ready in the message field; type you self something otherwise, than goes the checkmark automatically off. Empty save handle the standard message again on.
Who's untouchable?
Not everyone is a valid target. Three rules:
- Range protection — you can't kill anyone standing 2 or more grades above you. A street hoodie who wants to kill a Tycoon is laughed at by his bodyguards. First climb your own rank, then the big names come into range. The other way around there is no protection: those who stand high can be attacked by lower grades — the top is a target.
- The staff — administrators and moderators are completely untouchable. You don't waste a bullet on admins.
- Hiding — a target currently in hiding (to be rented through Hiding in the Store) is untraceable: A murder attempt on him is simply not possible until his period of hiding ends.
What determines your chance of getting caught?
If you're in the right country, the real hit rolls. Your dodge is not a coin throw; These factors may include:
- Your weapon and his state — each weapon has its own battery, which only counts fully with a well maintained specimen. A rested cart shoots crooked.
- Your killer skills — your murder rate and murder XP from the shooting range add to your odds and damage.
- Power against defence — your strength against your target's defense gives you a pro or a downside.
- Extra bullets — up to 4× the minimum waver providers a bonus on your hitch and damage.
- The protection of your target — active armour makes it harder to hit and absorbs up to half of your damage. Besides, a backfire target is on guard.
The result is always limited: even the perfect attack is never a guarantee, and even the worst has a spark of hope. And pay attention: your weapon wears on any attempt, hit or miss — at 0% the piece is broken and you have to fix it.
What do you get for a kill?
If your damage brings the target to 0 HP, it's beeped — and follow the harvest:
- Loot — a guaranteed base booty (jewelry, watch, car keys) — you always plunder something), which scales with the rank of your victim: The higher he is, the richer the prey. If he also had cash in his pocket (money on the bank is safe), a percentage will be added. Both scales contribute to the seasonal theme and the staff's economic preset.
- Premiums — if there's a price on his head, you automatically insert it. See bounty hunting.
- Murder XP — standard 40 to 60 per kill, increasing your mother rate and making your next attacks more likely.
- Respect and seasonal points — every kill builds up your prestige and your seasonal position.
- Chance or extras — a tuning component or a safe code can simply roll out of a liquidity.
You hit, but does your target survive? Then you do damage, you earn a modest amount of murder XP and your victim knows who's hunting him. His armor partly catches the blow — and can break. If you had a detective trail, then after the attempt consumes, hit or miss: for a second attack the detective has to work again.
Backfire: The target shoots back
A target that to be backfire has set (weapon + bullets ready), fires at a survived attack automatic back on the attacker — even if that attacker had missed. That can you wound — or worse. Hunt is fun, up to the prey bites back. At Settings → Backfire choose you how you fires back:
- Don't shoot back — backfire is off.
- The same amount as the attacker — an honour, predictive answer: as many bullets back as they fired at you.
- Random Number — an unpredictable volley, from one shot to a heavy charge. More lead is more damage, but also more bullet consumption.
- Fixed number — you decide exactly how many bullets you always fire backfire (for example standard 10), as long as you have them in your pocket. Fully predictable and in his own hands.
Can a target be killed twice?
No. If multiple players attack the same target at the same time, only one hit counts as the real mercy blow — the first person to actually bring health to 0 gets the kill, the lot, the premium and the honor. Those who are just late see nicely "someone else you were just before" instead of accidentally paying two (or ten) jobs at the same time. Bullets and weapons wear of a te-late attack are lost — after all, you really shot, even if you were just too late. So, a group attack remains exciting and realistic: Anyone who participates takes a risk, but the loot goes to whoever actually finished the job.
How do you protect yourself?
- Bank your cash. Only money in the bag is loot.
- Wear armor and keep your health high. Protection suppresses the chance of hitting and absorbing damage. See arms & protection.
- Dive under if the exciting becomes. Via Go into hiding in the Shop am you a number hour complete untraceable for murder attempts — the ultimate noodrem if you knows that someone on you hunts.
- Turn on your backfire. Whoever shoots you gets an answer.
- Keep moving. A detective trail expires over time — those who change land regularly are more difficult to tie.
- Check the bounty list. If there is a price on your head, be extra careful.
Strategy: from beginner to top killer
Start small: build up your mother rate through shooting range, hunt targets of your own caliber and reinvest your loot into a better weapon and more bullets. Be ready to fight before the trail enter: gun maintenance, bullets in stock, plane ticket ready — a track is limited and expired information is discounted money. Put extra bullets in important targets: the bonus on dodge and damage is often the difference between an injured rival and a dead one. And don't forget your own defense: The best killer is the one who stays the longest.
Frequently Asked Questions
Can I kill someone without a detective?
Yes — but then you guess. If your target happens to be in your country, then the attack continues. If he is somewhere else, the job fails and risk arrest (15% chance, 8-16 minutes cell) or a beating of the local boys (25% chance, 5-15 health). The detective's taking the gambling out.
Should I travel to the country of my target?
Yes. You got to be in the same country as your target to hit. Each detective trail shows a "Travel to it" button if you still have to fly.
Who can I not kill?
Players who are 2 or more ranks above you (rank protection), the staff (admins and moderators are untouchable), and players currently in hiding (temporarily untraceable via hiding). Everybody else is wild — also players that are lower than you.
What's the standard message?
A regular farewell greeting that you set once via the attack form. If one is set, it is automatically ready for every attack; If you type something else, the checkbox will go out.
What do extra bullets get?
Each weapon has its own maximum above its minimum consumption — a guaranteed range of at least 6 additional bullets, or 3× the minimum weapon if higher. The closer you get to that maximum, the higher the bonus on hit chance and damage, to an adaptable cailing (standard +20%) that you actually achieve at maximum. Often the push that makes an attack killer.
What do I get for a successful kill?
Part of your victim's cash, any premium, standard 40-60 murder-XP, respect and seasonal points, plus chances of a tuning part or safe code.
Can my target fight back?
Yes. He survives the attack and has set his backfire, then he automatically fires back — with real bullets and real damage.
Play free and evidence in the underworld of BELLOCCO that you the most dangerous name on street are.