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GTA Online Bunker Research Guide: Stop Paying Scientists to Invent Camouflage

Writer: Niels Gys
Niels Gys
6 minutes ago
4 min read

Bunker Research Missions normally pay GTA$10,000 and give Research Progress toward your current Bunker project. They have a 20-minute cooldown and can be completed solo.


For money, they’re terrible.


For Research, they make considerably more sense. Instead of sacrificing part of your Bunker workforce to the mysterious scientific process of staring at a progress bar until someone invents explosive ammunition, you can call Agent 14, steal some research data and shove the project forward yourself.


That distinction is basically the entire reason these missions exist.


GTA Online Bunker Research screen surrounded by weapons and ammunition as a player reviews military research projects.

Rockstar has decided organised crime requires a weekly rota. See what’s paying extra right now before spending your evening earning GTA$10,000 for Agent 14.



How Much Do Bunker Research Missions Pay?

A standard Bunker Research Mission pays:

Reward

Standard

GTA$

GTA$10,000

RP

1,000–2,000 RP

Research Progress

~16.66%*

Cooldown

20 minutes

*Current community documentation lists 16.66% Research Progress per completed mission. Some older guides list 20%, so I wouldn’t tattoo the decimal point onto your forehead. What matters in practice is that these missions can noticeably accelerate a project without assigning Bunker staff to Research.


And GTA$10,000?

No.


GTA Online has businesses where you can move drugs, rob casinos, raid compounds, sell military hardware and steal cars worth more than several Belgian municipalities. GTA$10,000 for attacking an armoured target, stealing classified research and escaping the police feels less like payment and more like Agent 14 awkwardly reimbursing your parking.


The cash is incidental. Research Progress is the reward.



How to Start a Bunker Research Mission

You need to own a Bunker and have its Gunrunning operation set up. New owners must complete the initial Supply Mission before the Bunker’s research systems become properly available.


Once that’s done, you don’t need to return to the laptop every time you fancy stealing somebody else’s homework.


Call Agent 14 in Freemode and select Request Bunker Research.


The basic job is wonderfully GTA: travel to the marked location, deal with an armoured target, collect the research data, lose your wanted level and deliver the data back to your Bunker.


Apparently Los Santos has solved the tedious problem of scientific peer review by shooting the peer and taking his clipboard.


What Does Bunker Research Actually Unlock?

There are 51 Bunker Research projects, and they unlock one at a time in a random order.


The pool includes weapon modifications, Mk II ammunition types, vehicle upgrades and other Gunrunning equipment. The irritating bit is that you cannot simply choose the project you want.


Want one particular ammunition type?

Wonderful. Here is a livery.


Still want the ammunition?

Excellent news. We have another livery.


Bunker Research operates according to the scientific principle that if you lock enough engineers underground and refuse to tell them what you actually need, eventually one of them may accidentally invent the thing.


You can normally progress through those projects by assigning Bunker staff to Research. Alternatively, you can Fast Track Research by paying GTA$, with the price falling as the current project gets closer to completion.


Bunker Research Missions give you another option: advance the active project by actually doing something.


Research unlocks the toys. The Bunker pays for them. Head deeper into our GTA Online coverage before turning your underground weapons factory into an extremely expensive science classroom.



Bunker Research Missions vs Passive Research

This is where the missions become genuinely useful.


Bunker staff can be assigned to Manufacturing, Research, or both. Every employee working on Research is an employee who isn’t concentrating entirely on producing stock for you to sell.


Research Missions let you separate those jobs a little.


A popular community strategy is to leave your Bunker focused on Manufacturing and use Agent 14’s Research Missions when you want to push research forward manually. You keep the weapons factory doing weapons-factory things while personally handling the occasional scientific burglary.


Whether that is the fastest possible route through all 51 projects depends on how much money you’re willing to burn on Fast Tracking. If you are filthy rich and simply want everything unlocked, paying to accelerate projects is obviously faster than waiting through repeated 20-minute mission cooldowns.


Research Missions are the cheaper, more active option.


They also have the enormous advantage of giving you something to do instead of visiting your Bunker laptop every few hours to watch a horizontal bar move slightly to the right.

Civilisation was not built for this.



Can You Grind Bunker Research Missions?

Technically, yes. Sensibly, no.


After completing one, there is a 20-minute cooldown before you can request another. That kills any idea of running Research Missions back-to-back.


Do something else.


Sell stock. Run another business. Rob somebody. Steal something expensive. Drive a stolen supercar into a lamppost because you looked at the minimap for half a second. Los Santos provides activities.

When the cooldown expires, call Agent 14 again.


Treat Bunker Research Missions as something you weave between other activities rather than your main grind. The Research Progress is useful enough to justify returning to them. The GTA$10,000 absolutely is not.


Done with bunker bureaucracy? There are considerably more ambitious ways to become a public nuisance in Los Santos.



Are Bunker Research Missions Worth It?

Yes, if you still need Bunker Research. No, if you’re doing them for money.


That makes them an oddly decent little GTA Online activity once you stop judging them by the cash payout.


They let solo players actively accelerate Research, they can help keep Bunker staff focused on Manufacturing, and they give you an alternative to simply throwing GTA$ at Fast Track until the scientists finally produce whatever weapon modification you wanted twelve projects ago.

Once you have all the Research unlocks you care about, however, their main purpose disappears.


GTA$10,000 every 20 minutes is not a business strategy. It is loose change with gunfire.


Current bonuses can make Bunker Research Missions dramatically more valuable, particularly when Rockstar boosts Research Progress or attaches them to a Weekly Challenge. Whenever that happens, the temporary bonus changes the maths, not the underlying mission.


The permanent rule is simpler:

Do Bunker Research Missions for the research. The money is Agent 14 being polite. 

 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

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