Suggestions for loot
- Loot according to race: implants borgs for defeated borgs, ketracel for jem hadar, latinum for nausicans or orions, blood wine for klingons, specific items for each race, as standard of the game. It makes no sense to get food from dead borgs. Specific loot would encourage you to play some missions more often, to accumulate necessary items (we could have a reputation for each race, such as Klingon, Nausican, Orion, etc. In addition, in each sector, patrol missions would give reputation points, such as delta or romulan, and would be part of every arc of history.
- Each race could have specific items (particles, commodities or parts of equipment) that could be used for crafting, special buffs or to trade for reputation points
- Space Loot: no more loot of weapons or consoles; defeating spaceships, you would receive parts of equipment, special particles and crafting components to manufacture consoles or weapons.Today, crafting stations are rarely used and even purple equipment is common. Making the equipment more rare makes the game more interesting and challenging.
0
Comments
It's an MMO, the amount of work it takes to ensure randomized generic drops are diverse and "make sense" is pretty high.
It'd encourage narrow-focus farming on a very small number of missions that reward the currencies that are actually in demand, the rest would be neglected.
That's an awful lot of rep farming.
Sectors get their own rep too, eh?
Multiple currencies for each of these reps?
This sheer number of additional currencies you're talking about sounds like a logistics nightmare.
They're used? How?
With the additions of UR and yellow items, purple is the new green.
Depends on how you go about making them "rare". If all you're doing is lowering the drop rate, they'll eventually become common and uninteresting (UR lockbox ships). If you increase the cost to produce, they may be somewhat rare but folks generally don't not find their price tag very interesting (T6 Connie, yellow Phoenix token, etc).
It's my understanding (from the in-game chat and forums) the folks who play the game don't really want stuff that is "challenging" to obtain, they seem to want things that can be easily obtained at a very low [preferably free of] cost.
Reduce the frequency of item drops by a factor of 10, and reduce the vendor value by a factor of 5.