Pick transit by mission cost
Compare setup time, route control, exposure and exit options before grabbing the fastest vehicle.

Operational objective
The fastest vehicle is rarely the right one. A mission charges you for a vehicle in four separate currencies — the time to get into it, how much control it gives you over the route, how visible it makes you, and how easily you can leave it behind. This page is a way to price a trip in all four before you take the keys.
Decision route
- Start from the exit, not the entrance. Decide where the trip ends and in what state you need to be there — then ask what can be abandoned at that point without cost.
- Count setup time honestly. A vehicle two streets away that must be reached, entered and turned around has already spent the advantage it was chosen for.
- Ask how much of the route the vehicle actually decides for you. Anything that follows roads hands the route to the road network; anything that does not, hands it to you and charges elsewhere.
- Treat visibility as a mission variable, not a style choice. Being inside traffic is cover in some jobs and a signature in others — the same vehicle can be both depending on who is looking.
- Decide the abandon point before you start. If the answer is "I will keep it", the vehicle is now a constraint on every later decision, and that has to be worth something.
Failure review
- Grabbing whatever is nearest and calling it a choice. Proximity is one of the four costs, not the decision.
- Optimising the middle of the trip while the arrival is what the mission actually grades.
- Assuming a vehicle that worked once will work again in a district that watches traffic differently.
Unreleased: the vehicle roster, handling models, whether vehicles persist or despawn, ownership or unlock conditions, and how strongly each district reacts to traffic. This page prices a decision; it does not claim to know the price list.