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In practice, I think the only way to get solid numbers on the actual earning potential of this business is to track the time spent and the earnings per player for each product, and each method of mixing them on the way to a full 50 when you do that. But when you are trying to get a full 50 of one product, that is no longer possible, so you have to find something to do while you wait - or effectively reduce your rate of earnings because of your idle time waiting. As long as you alternate products, you can avoid the cooldown. And that cooldown is longer for the higher tier products, and also longer if you get more than one crate per sourcing run with more players. To further complicate things, there is a cooldown between sourcing runs of the same product. The lowest tier gets a 5% bonus for every 5 crates, with a maximum of 50% bonus. The 2nd tier needs only 10 for a 12% bonus, and gets an additional 12% for each additional 10 crates, with a maximum of 60% at 50. The top tier needs 25 for a 35% bonus, and a full hangar of 50 for the 70% bonus. Each gets bonuses from different quantities. There are three tiers of products to source. Rockstar didn’t make the rate of return on this business easy to figure out. However, when you divide this up among the four, the smuggling income ends up exactly the same as for the solo player. Four players make four times as much per minute as one player. To explicitly state: the payout from this business is directly based on the number of players you have when sourcing product.
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Unlike the supply stealing, where you can just pay cash to get supplies right away, the number of crates you can steal is directly based on the number of players you have in your organization.
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And in many ways, the missions do resemble those of the gunrunning operations. This makes it like the steal supplies operations for MC and Bunker businesses. Unlike the special cargo warehouse, the number of crates you source is based on the number of players in your organization, up to a maximum of four. In this, it it like the vehicle warehouse. On the positive side, it costs nothing but time to run the steal missions. This is a pitiful rate of return for a hands-on business. So 10k in 10 minutes is only 1000 per minute. The sourcing steal missions take about 10 minutes each - some can be faster than others. The basic payout of the Air Freight business is not very high. Nothing in the in-game laptop information really prepares you to figure this out, so I’m going to try to break this down with a bit of math and analysis. It is almost like they are trying to trick you into running your business inefficiently. Second, Rockstar has put in enough complications on both sourcing and selling that Less Is More - sell a cargo for a lower bonus but less cooldown time - can be literally true. If you have to do it, you want to optimize your choices to make the best income, and the method might not be obvious. The sourcing method makes this a bad solo business, which is unlike any other business in the game. You have sourcing missions much like biker MC supply stealing combined with vehicle sourcing, and selling something like special cargo - with bonuses for large sales and cooldown times making it hard to get a full hangar fast. Rockstar did a bit of mix and match with this DLC. The big questions: How much do you actually make per hour (or minute)? And what can you do to maximize this profit? And on the opposite site, huge paydays when full hangar sales are made.
![gta online gunrunning vs smugglingg gta online gunrunning vs smugglingg](https://i.ytimg.com/vi/9bJV4OgkTXM/maxresdefault.jpg)
We have reports that the return on investment for this business is terrible, not worth doing. So you’re thinking about expanding into the Air Freight business, and want to know just how profitable this can be. How Much Can You Really Making Smuggling In GTA Online?