# Contested Airdrops

> A crate falls from the sky. First to claim it wins. Anyone can play.

![Screenshot: an airdrop crate landing in a field with a smoke beacon](../screenshots/05-crime-loops/airdrop-landing.png)
*Screenshot needed: an airdrop crate visible in the open with smoke or flare from landing.*

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## The basic loop

1. A server-wide alert fires: "Airdrop incoming"
2. A waypoint shows on everyone's map
3. The crate drops at a random landed location
4. First player/gang to reach it can claim
5. Loot is varied — cash, weapons, drugs, items

Airdrops are **not gang-gated**. Solo players can claim too.

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## When do airdrops spawn?

- Server-wide, randomized cadence
- Typical: every 60–180 minutes during active play
- Higher chance during peak hours
- Notification fires to all online players

(Exact cadence is configurable. Check tablet for next-airdrop hint if available.)

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## The drop sequence

### Phase 1: Alert
- Chat / phone notification
- Map waypoint visible to all players
- 30–60 seconds before drop lands

### Phase 2: Drop
- Plane / helicopter flies overhead (cosmetic)
- Crate falls — visible from far
- Smoke beacon or flare marks landing spot for ~5 minutes
- Crate lands intact

### Phase 3: Claim window
- Anyone can walk up and interact
- Pickup uses progress bar (configurable, ~6s)
- Once claimed, crate disappears
- Claimant receives loot in inventory

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## Loot pool

Airdrops randomize loot from several tiers:

### Common (60% chance)
- Cash $500–$2,000
- Lockpicks, plastic, metalscrap
- Drug bags (cokebaggy, weed)

### Uncommon (25% chance)
- Weapons (pistols, occasionally SMGs)
- Armor / medkits
- Rare items (humaneusb, bankcard)

### Rare (10% chance)
- Assault rifles
- Thermite
- Large cash bundles ($5,000–$15,000)

### Epic (5% chance)
- High-tier weapons
- Multi-item bundles
- Group6 cards, unmarked sim cards

The exact pool is configurable.

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## Why contested

The waypoint is **public**. Everyone online sees it. This creates a race:

- Solo player vs gang → gang usually wins through firepower
- Gang vs gang → contested combat at the drop
- Off-hour player → potentially uncontested claim

> 💡 **The best drops happen during low population.** Late-night drops often go uncontested.

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## Strategies

### Solo player
- Watch the alert timing
- Don't always go — pick fights you can win
- Approach from cover, not direct
- If a gang shows up, retreat and grab the next one

### Gang play
- Coordinate via gang chat — designated grabber + cover
- Bring vehicle to the landing zone
- Bring armor + medkits (combat is likely)
- Plan exfil route — don't get cornered after winning

### Defensive (already at the drop)
- Take cover near the crate
- Wait for arrivals
- Fight from a position, don't push out

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## Cop interaction

If a player kills another player at an airdrop:

- Triggers police alert (homicide)
- Cops may respond
- Drop area becomes a hot zone

Cops generally treat airdrops as gang activity — they may shut it down or arrest claimants.

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## Tips

- **Don't pickup if outnumbered.** Better to lose a $500 drop than die fighting 4 people
- **Bring a vehicle.** Drop locations are sometimes rural — walking is slow
- **Watch the timer.** Drops despawn after ~5–10 minutes if uncollected
- **Use the cover.** Drops often land in open areas — find cover before claiming
- **Don't ignore them.** Even a "common" loot drop is free cash

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## Common questions

**Can I see who else is heading to the drop?**
Not directly. But pings on the map + voice in proximity reveal nearby players.

**What if I die mid-claim?**
Crate stays — whoever survives can claim. Your inventory drops on death.

**Can I rob the claimant?**
Yes — they're carrying fresh loot, vulnerable for a minute. Hit them on the way out.

**Are drops affected by territory?**
Drop locations are random — they can land in your zone, rival zone, or neutral. No bonus for "your" zone (in vanilla pug-gangs).

**Can airdrops carry vehicles?**
Not in current pug-gangs — items only. Some mods add vehicle drops separately.

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## Related

- [raid-contracts.md](raid-contracts.md) — different gang event
- [delivery-missions.md](delivery-missions.md) — alternative gang income
- [../03-territory/zones-overview.md](../03-territory/zones-overview.md) — zones don't gate airdrops
- [../04-economy/dead-drops.md](../04-economy/dead-drops.md) — different drop mechanic (market delivery)
