This suggestion involves reworking the loot across the whole game. It is not a total overhaul, just a retuning.
The goals of this suggestion are as follows:
- Creating standardisation of loot available.
- Creating “themes” for loot drops across all modes.
- Making faction matter to loot drops across all modes.
- Incorporating Invasion style crafting into PvP and PvE modes.
So, in no particular order:
Standardised Drop Tables:
All three modes, PvP, PvE and Invasion would use shared drop tables to determine what loot is used. These drop tables are determined on a sector by sector basis.
For PvP and PvE, a “sector” is a combination of both map and tier. As such, Blackwood Shipyard [T1] is a different sector to Blackwood Shipyard [T5].
Each sector can have multiple drop tables for multiple types of loot object; one table for ores, another for containers, etc. For PvP and PvE, when a loot marker is extracted the type of container is determined randomly and accessed.
Example drop tables include:
- Ore Drops - primarily low-value raw materials that can be refined into parts for crafting. Some ores (like gold ore) are simple cash loot.
- Pirate Drops - primarily low to mid level cash loot. May contain first-stage crafted components (metal blanks, etc).
- Military Drops - mid level cash loot. Also contains first-stage and occasional second-stage crafted components. The equivalent of Mk II Upgrade Kits would be considered a Military Drops.
- Faction Drops - mid-high level cash loot. Flavour text focuses on main races and factions. Loyalty drops included in this table. Equivalent of Mk IV upgrade kits also included in this drop table.
- Precursor Drops - High cash, rare material or iridium drops. Essential components for Mk V upgrades included in this drop table, such as monocrystals.
The “purple” Loot Drop from PvE would use a unique drop table combining elements of Military, Faction and Precursor Drops.
Gold Standards should also be added to the drop tables as a Faction and/or Precursor level Drop. This is done for the purposes of monetisation; by giving players the means to earn GS from the start, they are more likely to become accustomed to spending it, which in turn encourages them to purchase additional GS. However, it also makes the resource available to those who do not wish to pay, ensuring that they have access to all the game’s content so long as they have the patience to grind for it. This reduces the feeling of “pay to win” game design within Star Conflict, producing a more positive community response.
Crafting Component Modification:
To allow for acquisition of parts in PvP and PvE, crafting requirements of ores and basic materials should be increased. However, in higher tier PvP and PvE, as well as higher ranked Invasion Sectors, multi-ore drops can be acquired.
Example: under the new system a Metal Blank might require 8 Vanadium Ore instead of 2. Rank 1 / Tier 1 modes include “Vanadium Dust” in their drops, giving a single Vanadium Ore. “Vanadium Ores” give 2-3, while “Dense Vanadium Chunks” give 4-6. The larger rewards are more common in higher Rank / Tier matches.
The overall goal is that pilots flying T3 and/or in Rank 7 Sectors should see no overall change in their rate of progress when crafting; Tier 1 / 2 and Rank 1 / 4 Sectors are slowed based on their rank, while Tier 4 / 5 and Rank 10 Sectors receive faster loot collection, and so superior rate of crafting progress.
Mk II / Mk IV Upgrade Kit Rework:
These features would be folded into the upgrade system used by invasion; players can either purchase Mk II with credits, or craft it using components recovered as loot. Likewise, Mk IV becomes an Iridium / Loot option.
The intent of this is to introduce the crafting system quickly to players; they should encounter it before leaving Tier 1. It also opens possibility for further conversion later down the line, such as adding cosmetic changes to the weapon models if Pirate parts are used.
This rework should not increase the overall cost of upgrading equipment. Ideally, it should decrease it slightly.
Mk III Crafting Options:
Mk III is currently used as a monetisation scheme. This is a poor choice; it unfairly hinders progress for the sake of trying to force people to pay real money to be competitive. As such, this emphasis on “pay to win” should be greatly decreased in favour of adding more free methods to progress with Mk III gear, and monetisation should be refocussed elsewhere.
To this end, Mk III upgrade kits should be possible to craft. However, in order to maintain the purpose of Loyalty, all Mk III kits require a faction-specific part that must be purchased with loyalty. Purchasing this part requires considerably less Loyalty than simply purchasing a completed upgrade kit. This gives players two free methods to acquire Mk III gear - pure loyalty, or loyalty and loot drop crafting. Likewise, the Faction components can be purchased with GS at a vastly reduced price compared to the GS upgrade kit. Once again, the importance is player choice and convenience.
Faction-based Loot [invasion]:
This tweak changes the nature of Loyalty Drops in Invasion. All Invasion drop tables that contain Intelligence as a possible drop will use a special formula to determine the nature of the drop. The further the drop is acquired from the home sector, the greater the potential value. The faction the loyalty applies to is always one of your home race’s factions.
For example: A Jericho player will only receive Tech or Raid Loyalty from Intel drops. Systems close to dock will only give small loyalty boosts, but loyalty obtained from neutral or enemy space will be much higher. The level of the sector and its Protection Rating also factors in, meaning the best possible loyalty loot for a Jericho pilot come from Rank 10 Dangerous Empire or Federation sectors.
Additional Thoughts:
The following are small concepts that increase variety and value for players, aiming to both increase enjoyment of the game and provide greater value to players who invest in the title.
- “Sensor Sweeps” at the end of PvP / PvE that give clues as to the type of loot you will receive. These are not precise, but rather a ballpark (ie: “probable ore drop”, “probable container”, “probable military cashe”, etc). Sensor Sweeps never tell you if the drop is a Faction or Precursor Drop - only what type of common loot you will get if it turns out to be common. Sensor Sweeps are purchased with credits, but players with a License always get a free one for their first loot extraction. Cost of the Sensor Sweep scales with Tier.
- Margin of Victory can cause a minor increase in the value of loot generated. In other words, the more the winning team wins by, the more likely they are to get better loot. This rewards teams who win big and encourages players to learn to play well and focus on objectives, not personal performance.