Criminal vs PD - the number breakdown

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As biased as you may perceive this to be, this is simply based on the numbers. Nothing more, nothing less. I'll be doing my best to leave my opinion out of this, however I will allow others to insert their subjective views below.

First of all, for some context, I'm going to be calculating the amount of money made from growing.

We'll be basing this on the values of Cannabis, which totals at ~100 per batch (around $15,000), and requires on average for every 5th batch to be a seeding batch (sometimes 4th batch, very rarely 6th batch if you've got spare from previous seeding batches) as you get ~60 seeds per seeding batch.

On average, per 1 solid hour of growing with 0 downtime whatsoever, you will make $41860.4651163, so essentially $41860.

This was calculated by obtaining the amount of time each normal batch takes (16 minutes), multiplying it by 4 (64 minutes), adding a seeding batch (22 minutes - 86 total), then dividing by 4. This was divided by 4 instead of 5 as we're solely looking at monetary gain, not whole gain, as seeds cannot be sold themselves after a seeding batch, so the only way they themselves could have monetary value is through player-player transactions, which are very uncommon.

This then gives the amount of time it takes, on average, to earn $15000, at 21.5 minutes. Get 60 and divide it by this, and you get 2.79069767442 money-making batches, on average, per 1 hour. Multiply this by 15000 to get the average amount of money per hour whilst being self-sustained, to get our previous value of $41860.

This is an optimistic value, as this is with no down-time, no raids, and not factoring in refilling water.


Now, on to the fun stuff.

We'll now place a time value of 1 hour on $41860, so that whenever you lose $41860 worth of items/money, you essentially lose 1 hour.
Based on this, we'll look at the average price of a gun at 0% taxes (gun price values obtained from here - thanks @Qyndryx), which we work out to be $7566.25 without any attachments or mag and whilst disqualifying any anomalous results (every sniper + the G3A3).

Considering that around 70% of these weapons use magazines, we'll add on ($1500 / 0.7) for the rough average price of a full magazine.
Let's also consider the fact that exactly 16 of these weapons really wouldn't go used without compensators (every rifle after 5.56 changes + 4 SMGs), so we'll add (4000 x 1/3) to the total average price.
Then, factoring in that 17 of these weapons use stocks, which cost somewhere in the region of $1500, we'll add on ($1500 x 17/48) to the total average.

From all of this, our end result is an average price of 10480.8333333 per gun, so we'll call it $10481, as that's how it would be calculated on the server.

We then perform this calculation to find out the time that this amount of money would take to make: 60 / (41860 / 10481) to get an answer of 15.022 minutes. Add on the 5 minutes from the actual death timer to get 20.022 minutes lost, on average, when dying in a shootout as a criminal.

This is an unrealistic figure, as the most common guns used tend to be rifles: more specifically the M4A1, SCAR-L, AK-47, and the AK-101. A lot of the lower-tier guns aren't actually used, dragging the figure down further than what is realistic.

Let's base this next calculation on the rifles: if using a rifle in a shootout, how much time do you risk wasting?

A massive majority of criminal players use compensators on every rifle, so that will be a given in the calculations.

The combined value of 1x M4A1, 1x SCAR-L, 1x AK-47, and 1X AK-101, all with compensators, stocks, and full mags, is $78920.

Divide this by 4 and we get $19730.

Input this into the same formula we used before to calculate the average: 60 / (41860 / 19730) = 28.2799808887 minutes.

That is 28 minutes wasted solely based on losing a rifle.

Factor in the 5 minute death timer and you get over half an hour wasted for dying as a criminal with a rifle.

I'm not going to get into the debate of whether or not that's excessive, but it's pretty clear what my opinion is based on the fact that I've made this post.

While a cop, on the other hand, has a 5 minute death timer and that's it, really.

It would take 6.65 dead cops to compensate for the time wasted when 1 criminal dies with a rifle and loses it.

And this is WITHOUT factoring in crafting time (which has on the whole been improved with the new crafting system, good job guys) or marksmanship.

TL;DR: the raw stats

Time wasted as...
- Criminal dying in a shootout on average: 20.022 minutes.
- Criminal dying in a shootout with a popular rifle on average: 33.279 minutes.
- Police officer dying in a shootout: 5 minutes.

Seems like a big difference to me. Take the fact that I mainly play criminal as you will, but for me numbers don't lie.

Would appreciate genuinely constructive discussion/questions, as this took me way too long to make lol.
I like your maths @Sorle but all @TinySlayer is going to ask is why is this relevant. Theres low risk involved in being cop but also lower pay than being a criminal. however I dissagree with the current cost of pistols, shotguns and smgs. I dont feel that the disadvantage placed on you using these instead of rifles is shown by the cost. Smgs cost 8-10k with low armour penetration and adding 5k for a compensator you could end up paying 13k for an Mp5k which is the same price as an m4. Lowering the price of pistols would more players to use them as a throw away weapon and make some criminal rp. Shotguns are overpriced as you may as well pay 3k more for a rifle considering the extra advantages you get.
 
Hard to take from someone that NEVER plays as civ. I can agree with you in situations when there's 0 TFU cops always lose big gunfights this is when most people look to raid or rob the bank because we arent dumb. 3 TFU can easily kill 10 people. @Dom_ had the perfect example when 1 tfu killed 9 people due to his 250HP advantage and swat van
 
Sad that I followed all his math trying to pick a fault and in the end wondered what average yield he used for drugs
 
All depends what you count as a loss tbf, when you kill 1 civilian they are impacted much more than you might think, their weapon value, possibly their drugs and in some cases a jail sentence and 10k ticket, not to mention the price of getting cars fixed in some cases and the inconvenience of popped tires etc, i can tell you, i have 5ish cars + a raptor i barely use and i struggle to keep a car in good condition due to the amount of times it gets shot up or crashed into during shootouts. If you're counting a loss as not killing/arresting everyone in an apartment and flankers etc then no, its going to be hard to kill EVERYONE based on the amount of people who decide to help in shootouts when they hear the swat van roll up, but what you dont realise is that the majority of civs usually die in shootouts and the latter escape narrowly grabbing whatever they can save in the process, I wouldnt count these situations as a loss for the PD as its certainly not a "win" for civs.
 
On another note that I’ve seen some people complaining about: cop slots.

16 slots was designed for a server regularly capping out at 80/80 players, not one which can barely peak 60 during the Christmas break. Surely 12-14 would be more sensible as a maximum. It adds another area of possible solution to this.
 
literally none of this is valid anymore due to the meth update and the argument being made has been addressed

it was actually fixed in a way that wasnt aids and caused massive deflation in value of guns/money

thank based meth

close
 
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literally none of this is valid anymore due to the meth update and the argument being made has been addressed

it was actually fixed in a way that wasnt aids and caused hyperinflation

thank based meth

close
There can't be hyperinflation dummy
 
literally none of this is valid anymore due to the meth update and the argument being made has been addressed

it was actually fixed in a way that wasnt aids and caused massive deflation in value of guns/money

thank based meth

close
Thread Closed on OP's request
 
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