Pulling a Multi-Player Heist
A heist is the one crime you can't pull off alone by design — it needs a minimum crew of participants, started by anyone in your crew with the start_heist permission (Soldier and above by default).
More hands, better odds
Every participant beyond the heist's minimum adds a flat +12% to the whole crew's success chance — a heist run at the bare minimum headcount is meaningfully riskier than the same job with a couple of extra bodies along for it. Everyone who joins spends their own Energy and shares in the outcome together: succeed and the payout splits among participants, fail and everyone shares the consequences (Heat, jail risk) as if they'd individually botched the job.
The recruiting window is a deadline, not a delay
Starting a heist opens a recruiting window so crewmates have time to see it and buy in — but you never have to sit the whole thing out. The moment the minimum crew is on board, whoever started the job can hit Go now and send everyone in, and a run that fills to its maximum heads off on its own without being asked. The window only actually runs down when not enough people showed up, and then the job is called off and everyone's Energy is refunded.
Going early is a real choice, not a free one: crew size is what buys your success chance, so leaving with the bare minimum means keeping the bare-minimum odds. Waiting for one more body is worth +12% — if that body is actually coming.
Cooldowns scale with the score
Bigger, richer heists lock out longer before your crew can run that same job again — the cooldown is set per heist and scales with its payout, specifically so the biggest scores can't just be chained back-to-back. Smaller jobs reset faster.
Why it's worth the coordination
A heist's payout curve is built to reward genuinely showing up together rather than soloing the same crime tier repeatedly — it's one of the only systems in the game that's structurally a crew activity, not a solo one run alongside crewmates.