Why Co-op Changes Everything
Crime Simulator supports up to 4 players in co-op. While solo play is viable, co-op doubles payout potential and dramatically reduces risk. More players mean more eyes on security, faster looting, and bigger scores.
But without coordination, co-op can be chaotic and counterproductive.
Role Assignments
Assign roles before each heist for maximum efficiency:
Lockpick (Entry Specialist)
- Best lockpick and hacking tools
- Opens all doors for the team
- Handles electronic security
- Carries the Master Key (if unlocked)
Lookout (Security)
- Watches patrol routes
- Monitors police radio
- Warns team of approaching NPCs
- Carries sleeping gas for emergency neutralization
Hauler (Loot Specialist)
- Largest inventory capacity
- Prioritizes high-value items
- Services item requests (keeps requested items)
- Uses cable ties on subdued NPCs
Driver (Extraction)
- Stays near exit point
- Parks vehicle for quick escape
- Carries backup tools for the team
- Handles police evasion if team is cornered
Communication Protocol
Effective co-op communication follows a simple protocol:
Before the heist (hideout):
- Agree on target house(s)
- Assign roles
- Check everyone has required tools
- Set a hard limit (time or risk level) for extraction
During the heist:
- Call out NPC positions immediately
- Confirm each door is clear before advancing
- Use countdowns for coordinated actions
- Call "hot" for police alert, "cold" for all clear
After the heist:
- Meet at a pre-arranged extraction point
- Do not sell loot individually -- pool and split at hideout
- Plan next target while selling
Advanced Tactics
Split and Conquer
In 2+ player games, splitting up can clear a house faster:
- Player A takes the ground floor
- Player B takes the upper floor
- Player C works the basement
Each player calls out loot locations so the Hauler prioritizes pickups.
Decoy
One player intentionally distracts security while the team loots. The decoy:
- Creates noise outside the house
- Leads police on a chase
- Uses sleeping gas on external patrols
- Retreats once the team signals "clear"
The decoy takes the highest risk but the payoff is a completely unbothered looting experience for the rest of the team.
Multi-House Chains
Once your team is coordinated, chain 3-4 houses in a single outing:
- Hit house A (low security, quick)
- Drop loot at a safe spot
- Hit house B (medium security)
- Drop again
- Hit house C (high security if team is ready)
- Collect all drops and extract
This method triples loot-per-run but requires strong communication and a safe intermediate drop point.
Co-op Quota Pacing
In co-op, quotas scale based on the number of players:
| Players | Quota Multiplier | Recommended Strategy |
|---|---|---|
| 2 | 1.5x | Pair up per house |
| 3 | 2x | Split + decoy |
| 4 | 2.5x | Full role assignments |
The quota scales but payout potential scales faster. A well-coordinated 4-player team can clear 3-4x the loot of the same number of solo players.
Co-op loot can be shared through the hideout stash. If one player has all the lockpick skills and another has all the hacking skills, they complement each other. Share tools in the stash so the team has access to all tool types without everyone buying everything.
Common Co-op Mistakes
- No role assignment before heist -- wastes time inside
- Splitting loot unevenly -- causes friction, use a shared stash
- One player going Rambo -- alerting police while team is inside
- No extraction plan -- getting caught separately after the heist
- Not sharing tools -- duplicating tool costs across the team
Community Verification & Resources
Data values may shift with patches. Cross-check against community resources before building your strategy.