Five money-making paths to compare
The useful question is not just “what pays the most?” It is “what can I complete consistently, with the gear and time I have?” Kefir documents five broad income paths. Your own observed results are the right starting point for comparing them.
Looting and heists
Rob targets, sell the take, and account for the full return trip. Compare a short repeatable job against a larger target using time and completion rate. A larger bag can still produce a lower hourly net if failures become common.
Cargo
Transport provides another income loop. Record the complete delivery cycle and any spending involved, then compare that result to a heist over the same amount of play time.
Base production
Production adds setup costs and a time horizon. Track resources put in as well as proceeds taken out, and remember that a base can be raided. Do not compare gross production to a heist’s net without including those differences.
Police work
Join through the Looty Bay Police Station when slots are open. Police receive department equipment and a patrol vehicle; confiscations contribute to pay. The equipment-loss rules differ from Criminal play, so do not copy a Criminal gear-loss assumption into a police calculation.
Territory income
Owners collect taxes through the territory hierarchy. Ownership is a different commitment from a starter run. Consider requirements, exposure and the remaining wipe cycle before treating tax income as a simple recurring payout.
Measure the whole loop
Record several attempts instead of the best one. For each attempt, note the total time, successful sale proceeds, team spending and gear actually lost. Include travel and selling. Keep recovered loot separate so you do not count the same value twice.
| Number | Useful observation | Common mistake |
|---|---|---|
| Payout | The whole team’s successful sale before the modeled fee. | Mixing one player’s share with total team costs. |
| Time | Average full attempt, including failed attempts. | Counting only time inside the target. |
| Success chance | Your recent completion rate on comparable attempts. | Treating one lucky run as a reliable rate. |
| Failure loss | Extra gear value actually lost when an attempt fails. | Charging for the same equipment in both cost fields. |
The calculator below is suited to a repeatable run with a successful payout or a failed run without a payout. Passive production, partial loot recovery and shifting market prices need a separate record.