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Business Knowledge Base - Gun Running


CaliMeatWagon
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Lazysunday88

I'll add onto this. I have my staff set to research and manufacturing (I know it's not the most efficient but it fits how I want to play). I did some contact missions with my stock at 126k. The "time per tick" of product is 14 minutes (double the 7 minutes for manufacturing only) for this staff setting. I can confirm what Brahmabull has found. I waited the full 15 minutes for each mission before completing them to make sure I was past the 14 minute timer for my next 7k of product. I did 7 missions, so if the theory is correct I would have come back to the bunker with 175k of product ready to sell and that's exactly what I had.

 

So good work! The theory holds up for 7 minutes and 14 minutes depending on how your staff is allocated. Hopefully this will clear up a lot of the confusion about how it works.

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idonknowhow

 

 

What i have found is that it doesn't. What actually happens is that once your stock goes up a timer starts. When you enter a mission that timer resets, When you exit a mission it resets again.

 

As for supply runs they seem to be different. It seems like a supply run pauses the timer. So if you see your stock go up and you wait 2 minutes to go on a supply run then when you get back you have to wait the remaining 5 minutes for your stock to go up.

Similar result here. I have tested in race and contact mission. It needs 7 minutes in a mission/race before loading another race/mission to produce stock. Just like changing session will reset timer.

 

 

Good work! This matches how I've heard the biker businesses work.

 

To make sure I understand, the timer is for each separate mission? So, if you're doing a playlist of 10 missions and you complete each individual mission in 5 minutes each, your stock won't go up? When does it count as starting and ending the mission? In the lobby or in the actual mission itself?

 

Tested with race and cco3 playlist with each race mission less than 7 minutes. It seems in no timer reset in playlist. 25 minutes of cco3/race playlist gave me 21000 stock. While play race by job and vote for next job has no production if each take less than 7 minutes.

Edited by idonknowhow
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What i have found is that it doesn't. What actually happens is that once your stock goes up a timer starts. When you enter a mission that timer resets, When you exit a mission it resets again.

 

As for supply runs they seem to be different. It seems like a supply run pauses the timer. So if you see your stock go up and you wait 2 minutes to go on a supply run then when you get back you have to wait the remaining 5 minutes for your stock to go up.

Similar result here. I have tested in race and contact mission. It needs 7 minutes in a mission/race before loading another race/mission to produce stock. Just like changing session will reset timer.

 

 

Good work! This matches how I've heard the biker businesses work.

 

To make sure I understand, the timer is for each separate mission? So, if you're doing a playlist of 10 missions and you complete each individual mission in 5 minutes each, your stock won't go up? When does it count as starting and ending the mission? In the lobby or in the actual mission itself?

 

Tested with race and cco3 playlist with each race mission less than 7 minutes. It seems in no timer reset in playlist. 25 minutes of cco3/race playlist gave me 21000 stock. While play race by job and vote for next job has no production if each take less than 7 minutes.

 

Excellent. Every bit of information helps in understanding how it works and playlists was next on my to do list but you saved me that time.

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Does going on ANY resupply mission stop production on every business, or just the business you are resupplying?

 

For example - if I go on a resupply run for my cocaine, is the production of my meth and my gunrunning research affected?

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Does going on ANY resupply mission stop production on every business, or just the business you are resupplying?

 

For example - if I go on a resupply run for my cocaine, is the production of my meth and my gunrunning research affected?

No

 

It just pauses the production of the business you're resupplying for

 

E - This is true for only the bunker. Coke and meth or any other biker business for that matter don't pause supply production while doing supply runs for them.

Edited by Rafae
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As long as you have some supply already in the bunker, production goes as normal it doesnt pause. The only time your not making 7k every 7 min is if your bunker isnt supplied or your not online. It may slow from what I hear when doing contact missions or whatever but doesnt stop. Ive done resupply missions for an hour and I still made 250k every two hours whether Im standing at the security cameras or running resupply missions. (I sometimes resupply mission when Im bored, as I almost always buy them)

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^ The assistent gets overpaid, but he she has two decrees in finance :-)

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I don't have time to check all the comments right now, but I've just been testing the sale amounts specifically.

 

If you have both staff and equipment upgrades:

Sell for 175k near (262.5k far) then you will never get a warning message

Sell for 182k near (273k far) you will get a warning message saying "Larger sales may require multiple vehicles. Ensure you have additional member prior to starting this mission".

 

I'd therefore conclude at 175k or below you will only ever get one vehicle. It certainly fits with my observations. At up to 350k I'd suspect you have a chance of one, if you get a Phantom, but that's I'd guess 1 in 6 at best (as there appear to be four different vehicle types, but two different mission types with FMV buggies, and two with insurgents)

 

There seems to have been some suggestion two Insurgents is possible at any level - I don't believe that to be the case.

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As long as you have some supply already in the bunker, production goes as normal it doesnt pause. The only time your not making 7k every 7 min is if your bunker isnt supplied or your not online. It may slow from what I hear when doing contact missions or whatever but doesnt stop. Ive done resupply missions for an hour and I still made 250k every two hours whether Im standing at the security cameras or running resupply missions. (I sometimes resupply mission when Im bored, as I almost always buy them)

Production doesn't slow down in contact missions. I have a post about that #772.

 

My testing for supply runs is that production pauses while on the run. If you get a different result then i can't tell you why you do that. But i waited untill by stock value went up 7k and then started a timer. After 2 minutes i went on a supply mission and then i paused the timer. When i came back to the bunker and the supply mission was over i restarted the timer and when my timer reached 7 minutes it went up again meaning that it didn't produce while in the supply mission. And even though i make sure i spend 7 minutes in the mission it still didn't go up while un the mission.

 

As mentioned in the post i made contact missions are different.

Edited by brahmabull
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MeisterJazz

:blink:

 

6-24-2017_2-57-25_PM.png

 

5b7e0fdd39178dc8d4148618607fc96fb8908a1e

Oh sh*t, I was thinking about restarting my business too but after seeing this never mind.

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I don't have time to check all the comments right now, but I've just been testing the sale amounts specifically.

 

If you have both staff and equipment upgrades:

Sell for 175k near (262.5k far) then you will never get a warning message

Sell for 182k near (273k far) you will get a warning message saying "Larger sales may require multiple vehicles. Ensure you have additional member prior to starting this mission".

 

I'd therefore conclude at 175k or below you will only ever get one vehicle. It certainly fits with my observations. At up to 350k I'd suspect you have a chance of one, if you get a Phantom, but that's I'd guess 1 in 6 at best (as there appear to be four different vehicle types, but two different mission types with FMV buggies, and two with insurgents)

 

There seems to have been some suggestion two Insurgents is possible at any level - I don't believe that to be the case.

I turn exactly one bar of supplies into one run of product in the bunker every two hours and get 210k exactly to LS every time. Its always one vehicle and its always an insurgent. 50/50 straight deliver or 5 point drop with merry weather fight at each one.

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Yeah each full bar of supplies produces 140k of product in the bunker, selling to LS for 210k

 

5 full bars of supplies gets you full stock

 

140 x 5 = 700 locally

 

210 x 5 = 1,050 out of county

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"Source Vehicle: APC. Great Chaparral. $30k. Protected by convoy"

 

In that place I had to make the ambush to take two Insurgents, instead of two APCs. Maybe if you do this supply missions with more players can be Insurgents or APC. Because alone always is an APC to steal.

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:blink:

 

6-24-2017_2-57-25_PM.png

 

5b7e0fdd39178dc8d4148618607fc96fb8908a1e

 

Just 10 min for the VIP work in case you own the Armored Boxville and it would be fine ;)

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I think I might have found the function for supplies.

Bunker uses 10 units of supplies every 60 seconds, with Equipment upgrade it uses 5 units every 51 seconds.

With staff upgrade it's 5 units every 42 seconds.

Bunker can hold 100 units of supplies, 60 units of research and 100 units of stock.

It uses 2 units of supplies for research, with Equipment upgrade one unit of supplies.

Only the Equipment upgrade affects the amount of units it uses, time is affected by both upgrades and managing staff for both.

Edited by Fun De Panda
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^ I actually find myself disagreeing with GTA Series videos on a couple of points.

 

First, you can make 225k from weapons manufacturing quicker than you can research one item with all staff set to either manufacturing or research respectively. That makes fas-tracking more economical.

 

Second, unless you have signifcant help, you can get a 75k from and I/E sale every 20 minutes (80k if you take no damage, but lets be conservative). That could fund your supplies. So unless you can do enough supply runs to fill your bar in under 20 minutes, then it's better to do an I/E sale and buy them.

 

Have put together a thread on the economics here:

http://gtaforums.com/topic/890642-the-lone-wolfs-guide-to-making-money-and-resarch/

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Johnny GTA Watson

Can you cargobob delivery vehicles?

Sorry if this has already been covered

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Prince_Polaris

Can you cargobob delivery vehicles?

Sorry if this has already been covered

 

Ye

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Johnny GTA Watson

Thanks.

Ive been selling at full and finding the time limits and multiple vehicles really hard.

Have closed application a few times now just knowing I was going to fail.

Will be getting two cargobobs on the go I reckon.

Not really lonewolf able at those amounts

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I don't think you can Cargobob 'delivery' vehicles per say. You need to drive them to their drop-off points that only register once you get in them as the weapons cargo is stored inside the vehicles themselves.

 

I know you can Cargobob supply vehicles though, everything apart from the APC and Technical Pick-Up

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Johnny GTA Watson

I don't think you can Cargobob 'delivery' vehicles per say. You need to drive them to their drop-off points that only register once you get in them as the weapons cargo is stored inside the vehicles themselves.

 

I know you can Cargobob supply vehicles though, everything apart from the APC and Technical Pick-Up

Could you check location and set a waypoint?Then fly them over,do the sale normally,then repeat?

It may be just as time consuming to 're hook the vehicles I guess.

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^ I actually find myself disagreeing with GTA Series videos on a couple of points.

 

First, you can make 225k from weapons manufacturing quicker than you can research one item with all staff set to either manufacturing or research respectively. That makes fas-tracking more economical.

 

Second, unless you have signifcant help, you can get a 75k from and I/E sale every 20 minutes (80k if you take no damage, but lets be conservative). That could fund your supplies. So unless you can do enough supply runs to fill your bar in under 20 minutes, then it's better to do an I/E sale and buy them.

 

Have put together a thread on the economics here:

http://gtaforums.com/topic/890642-the-lone-wolfs-guide-to-making-money-and-resarch/

Amazes me how few people actually do the math and make their decisions based on numbers.

 

This is all good info and well put together.

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Second, unless you have signifcant help, you can get a 75k from and I/E sale every 20 minutes (80k if you take no damage, but lets be conservative). That could fund your supplies.

More like every 23-25 minutes, since the 20 minute cooldown doesn't start until after the delivery. But yeah, the 10 minutes or so it takes to source and sell a top car are the best minute to profit ratio, assuming you keep damages low.

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Does anyone test out if shutting down the gunrunning and starting it again with set up mission give full supplies bar like the first time?

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Juggernaut Supply mission:

 

This mission only appears if the organization or biker band, has another member.

Two of my friends had to go to Los Santos Airport and kill the soliders. Then enter the Cargo Plane, and one of them had to take the Juggernaut. The other had to get in truck to transport the Juggernaut to the Bunker, while they were pursued by the police and Savages (like what we see in Gunrunning's trailer).

 

Some images:

 

 

ScG92I9.jpg

 

CqQ4lbM.jpg

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I know you can Cargobob supply vehicles though, everything apart from the APC and Technical Pick-Up

APC from supply missions is liftable, but thats rather inefficient due to APC's weight/Cargobob needing a buff. At least for me it was more efficient to drive it and cross Alamo sea to my bunker in Grapeseed than asking Cargobob, drive to airfield...etc

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APC from supply missions is liftable, but thats rather inefficient due to APC's weight/Cargobob needing a buff. At least for me it was more efficient to drive it and cross Alamo sea to my bunker in Grapeseed than asking Cargobob, drive to airfield...etc

Yeah that's the point I was getting at

 

Technically you can lift it, but its weight is far too heavy for the Cargobob to get any air time.

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