OC 2.0 Decision Engine

NEXUS v2.0 — Legitimate Business OC Operations
The Two Crimes That Matter
To maximize earnings, Legitimate Business should focus on two specific crimes. Every role in these crimes has a weight — a number that tells you how much that role affects whether the crime succeeds or fails. A role with 32% weight means that person's CPR controls nearly a third of the outcome. A role with 3% weight barely moves the needle. Each role also has a minimum CPR — the lowest CPR you should have before taking that slot.
Break the BankLevel 8 · 6 players · 6-day timer · Tier 4
$266M – $371M per success
RoleMaterialTierMin CPRWeight
Muscle 3Zip Ties (consumed)MAJOR7032%
Thief 2Hand DrillMAJOR7029%
Muscle 1Hand DrillCORE5014%
RobberHand DrillCORE5013%
Muscle 2Hand DrillCORE5010%
Thief 1Hand DrillRECON3%
Blast From the PastLevel 7 · 6 players · 6-day timer · Tier 4
$100M – $175M per success
RoleMaterialTierMin CPRWeight
MuscleZip Ties (consumed)MAJOR8034%
EngineerCore Drill (consumed)MAJOR8024%
BomberShaped Charge (consumed)CORE7016%
HackerFirewalk Virus (consumed)CORE4012%
Picklock 1NoneCORE6011%
Picklock 2NoneRECON3%
How to read the tiers: MAJOR roles (24%+) carry the crime — a low CPR here tanks the whole OC. Minimum 70 CPR on Break the Bank, 80 on Blast From the Past. CORE roles (10–16%) meaningfully affect success — minimum 50 CPR on Break the Bank, 40–70 on Blast From the Past (varies by role). RECON roles (3%) carry minimal weight — anyone can fill these, and the real value is getting the timer started. All required materials are kept in the faction armory — loan what you need before your crime is ready to begin.
"If You Ain't Losing…"

If every OC succeeds, you're running crimes that are too easy. The sweet spot is ~70% success rate. A $330M crime at 70% (7 wins / 10 runs) produces $2.31B. A safe $100M crime at 95% produces $950M. Failures are priced in — they're the cost of maximum expected value. The only real mistake is running safe crimes out of fear.

Now — Which One Are You?
🔍
Recon
You don't meet the minimum CPR for any core or major role listed above.
⚙️
Core
You meet the minimum CPR for at least one core role (50+ on Break the Bank or 40+ on Blast From the Past).
👑
Carry
You meet the minimum CPR for at least one major role (70+ on Break the Bank or 80+ on Blast From the Past).
Your Job
You're the engine room. Your CPR doesn't meet the minimums for core or major roles yet, but your job is critical: start timers and keep crimes moving. Every player in an OC has a 24-hour planning timer, and it doesn't start until they join. When you jump into a crime, you compress the cycle time for everyone — which means Core and Carry members cycle through more crimes, and everybody earns more. Without Recon members starting clocks, high-value crimes sit idle for days.
You fill the Recon slot — the one role per crime with 3% weight. Your value isn’t CPR — it’s starting the timer so higher-value crimes fire faster. You start the clock without dragging down the success rate.
Your Slots
Break the Bank → Thief 13% weight · no minimum CPR
The only throwaway role in Break the Bank. Needs a Hand Drill — loan one from the faction armory before your crime is ready to begin.
Blast From the Past → Picklock 23% weight · no minimum CPR
The only throwaway role in Blast From the Past. No materials needed — you can join immediately.
What Do I Do Right Now?
Recon Decision Tree
Your Job
You're the backbone. You meet the minimum CPR for at least one core-weight role, which means your success rate on checkpoints meaningfully affects whether the crime succeeds. You fill the mid-weight slots — roles between 10% and 16% — where your CPR moves the needle.
Your priority: fill the highest-weight role you qualify for on the crime with the lowest countdown timer. Because Recon members start timers before you join, crimes are already partially through their countdown — meaning less waiting and more earning for you.
Your Slots
Break the Bank · 50+ CPR required
Muscle 1 (14%) — needs Hand Drill · Robber (13%) — needs Hand Drill · Muscle 2 (10%) — needs Hand Drill
Blast From the Past · CPR varies by role (40–70)
Bomber (16%, 70+) — needs Shaped Charge (consumed) · Hacker (12%, 40+) — needs Firewalk Virus (consumed) · Picklock 1 (11%, 60+) — no materials
What Do I Do Right Now?
Core Decision Tree
Your Job
You're the closer. You have 70+ CPR on one of the major-weight roles — the slots with 24%+ weight that control whether the crime succeeds or fails. When the Muscle 3 on a Break the Bank has 70+ CPR instead of 40, that single change can swing the success rate by 20+ percentage points.
You are the last to join. Recon starts the timers, Core fills the middle, and you backfill into the major slot on the crime with the lowest countdown timer. This staging approach means your timer runs while others are already finishing theirs, compressing the total cycle. The faster each crime fires, the more crimes you cycle through — and the more money everybody makes.
Your Slots
Break the Bank · 70+ CPR required
Muscle 3 (32%) — needs Zip Ties (consumed) · Thief 2 (29%) — needs Hand Drill
Together these two roles account for 61% of the crime's outcome.
Blast From the Past · 80+ CPR required
Muscle (34%) — needs Zip Ties (consumed) · Engineer (24%) — needs Core Drill (consumed)
Together these two roles account for 58% of the outcome.
Keep materials ready
Zip Ties, Core Drills, and Shaped Charges are consumed on execution. Loan these from the faction armory before your crime is ready to begin. If you don't have the required material, the crime can't fire — you hold up 5 other people.
What Do I Do Right Now?
Carry Decision Tree