Attention Constables, Infodump Incoming!
Here is my analysis of Time to Win, realizing the ticking clock is the biggest enemy.
There are many assumptions here, so this analysis may need to be revised.
Your goal is to find and disarm the nuclear weapon within 24 hours.
There are three codes and one nuclear weapon.
Assumption -> You need all three codes to disarm the nuclear weapon.
The codes and nuclear weapon are in the Gang's Headquarters. Each gang has three headquarters. There are four gangs.
Assumption -> Each gang only has one code or the nuclear weapon.
You need to obtain clues in order to find these headquarters, and whether or not that headquarters has codes/nuclear weapon. If you hit a HQ without the above, all the HQs are reshuffled for that gang.
Observation-> For each mission, you can either:
1)Get one clue from the prime suspect (dead or alive), or sometimes on a random perp instead of the prime suspect
2)One clue from the prime suspect and one other random perp
3)No clues
...in my experience, it averages out to one clue per mission, although speed runs may miss out on the clue if its on someone other than the prime suspect.
Observation-> The following is the path to discovering info on a Headquarters, but note that you recieve clues randomly, so you usually will get several intro clues instead of pinpointing a Headquarters right away.
1) Discover the gang engages in an illegal activity
2) Discover more about the gang engaging in that illegal activity
3) Discover the Headquarters for that illegal activity
4) Discover whether or not the Headquarters has nuke/codes
5) Headquarters raid for code/nuke
4 detect stages, with each gang having a stage 5. Note that you could either get the right HQ immediately, or have to learn about two other HQ before you find the right one.
.....
Therefore,
Min per gang of 5 missions and max 13 missions b/c 3 crim enterprises times 4 detect stages, plus 1 (although note that sometimes you get clues about another gang from a gang, but it should even out)
4 gangs, thus min 20 missions max 52 missions. And you only have 24 hours. Obviously, you need to be FAST in your missions. However, I will note that it is certainly possible to finish missions much quicker with experience. I used to pull 45 minutes missions - now they seem to be under 30. When you factor in travel and repair time, they really need to be around 20 minutes apiece.
(note: In-game time is much quicker than realtime, thankfully)
Note the following for final analysis:
Repairs are 5 minutes per 10% (don't get hurt, he he)
Travel is around 3 minutes per view, so between 1-9 minutes between missions (more if you need to head to HQ between the missions, which you will regularly).
Also, I should note that shooting "annoying" perps, or groups, is typically a good idea, as you get 5-10 extra requisitions for capture-surrender, but it costs 15 requisition per repair point. So capture/surrender when you can, kill when you must.
Just try not to kill the prime suspect if you're suppose to capture him, as its the difference between gaining 35 points or losing 35 points, a 70 point difference.