Items And Loot Archive
Thread: Ideas for Potential New Loot More variety would beat problems concerning drop frequency!
I haven't seen any threads on the "Items and Loot" forums, dedicated to this topic, so I decided to start one myself.
My intention is to gather all community ideas on potential new types of loot and easy to code, easy to managegame mechanisms that will require this new kind of loot.
As we already know, with the last loot revamp, we were given the picture printers for all those "broken datapads" which we all thought were junk. However, the end result for these loot are only for the purposes of decoration, which doesn't really appeal to many. You can't make money on such loot as much as you can make from SEAs, and you don't get as excited when you loot these.
Therefore, we need new types of items that only drop as loot.
The VARIETY in lootwill definitely beat the FREQUENCY problems. Someone complaining that CA and AA don't drop as often will at least loot something else (that is USEFUL). Out of50 NPCs, if only 1 CA or AA is looted, maybe all those NPCs which didn't drop anything useful could've dropped something else.
The first step to this was the smuggler loot. I think it was an awesome idea, but even that isn't enough anymore.
Please, if you post on this thread, make sure to post one idea per reply, and explain that in detail.
I really hope this turns into a community brainstorming thread and we get some really nice and REALISTIC ideas for new loot.
Let me start:
Weapon Attachment
- Every weapon will have 1 free socket (default, cannot be changed through Weaponsmith experimentation), but no maximum on the amount of enhancements (so that even weapons which already have in-built enhancements will have at least 1 free socket for customization).
- The attachment will only have general and weapon-specific speed and accuracy attachments. No defenses, no experimentation, no other thing.
- The attachment will only have 1 skill enhancement on them.
- The cap will be on +15, and that will not drop so easily. +1 to +3 will drop a LOT more frequently.
Most high-end weapons are already ADKd, and since you can't remove this attachment, if you get a good one, you won't put it on any other weapon than the already ADKd one. So I highly doubt it will cause more weapons to get ADKd as a result.
More coordination between combat/looters/crafters would be cool. I'd like to see more diverse lootable chematics, with certifications that can be earned by crafters to get them made up. Let's say you loot a Wookiee table schematic, an artisan has to be "wookiee certified" to craft it. It has to use Kashyyyk wood and metals to craft (again possibly lootable as harvesters don't work on kashyyyk!)
I've always thought that planets should have more unique items related to them, making players forage across the galaxy for components they need. RIS was the first in this line of gameplay coordination, but for some reason it stopped there. I guess the DWB is along similar lines, but requiring non-combat profs to be present in the most dangerous dungeon didn't really work out.
spincrus wrote:
Weapon Overloader
- Same concept as a PUP.
- However, instead of increasing one attribute while decrasing the other, this only increases one.
- Will not have the same effect as the crafted ones to protect crafters.
- Will boost the elemental damage of weapons (which actually have one) by 500% for 500 uses only (so a 40 electrical damage will become 200 electrical damage in a Heavy Lightning Rifle) ((OR)) Will increase damage output by 5% or decrease speed by 5% or whatever,without any negative side effects.
- Can't be used together with a PUP.
- Will still make the weapon decay faster.
This is basically a lootable PUP that doesn't have anegative side effect, but only comes in units of one (still stackable though) and has to be looted,but thedroprate isn't aslow as a regular SEA (but still hardenough, like2 of these from 50Aa'kuans or 1 out of 6 NPC BH marks), to prevent dropping the Artisans out of business.The "elemental damage enhancement" is just a suggestion (as currently elemental damages seem to be pretty much useless and maybe this could have rendered it more useful).
elemental has worked for quite some time now i have a 715 max dam 174 elemental that hits for higher per shot than an 850 max dam elite carb a 500% eemental boost would give 870 elemantal which would double the power of this weapon which will never happen
Baltraseic wrote:
elemental has worked for quite some time now i have a 715 max dam 174 elemental that hits for higher per shot than an 850 max dam elite carb a 500% eemental boost would give 870 elemantal which would double the power of this weapon which will never happen
I for one would like to see more of the following....
- Lootable schematics. All professions could benefit.... Weaponsmiths could get the weapon schematics of the unique things from Kashyyyk. These would require Kashyyykian loot to make, and also resources from Kashyyyk (but no harvesters, so its all sampled by hand), which would preserve the rarity of them but still allow crafting. There are numerous pieces of furniture in the game that are not craftable for architects (I especially would like to see some more plants). Chefs could get the Myyydril Cavern food schematics (again requiring loot and resources from Kashyyyk), plus other completely new stuff. Armorsmiths would be able to get the Marauder Recon and Marauder Assault armor schematics, and perhaps a Katarn Armor schematic as well that would require special resources to preserve uniqueness. Bio-Engineers could get schematics for crafting some of the creatures from Kashyyyk, and maybe some new Tailor tissues as well. Tailors would get some of the Kashyyyk clothing (the trandoshan slavers wear capes and animal skin clothing).Droid Engineers could get Battle Droid, Blastromech, Assassin Droid, and Super Battle Droid schematics, even if they are no more powerful than current droids (though I would rather they have more power but require loot drops from the NPC droids making them rare). Shipwrights could get schematics for ships already in the game but not able to be player-owned (Merc ships from Kashyyyk space, Lambda Shuttle) and even some new ships. Hopefully I didn't forget any, but my point is all crafters could use a boost after RotW offered practically nothing to the crafting folk.
- Melee weapon enhancements. People can see that melee is "supposed to suck" all they want, but the fact of the matter is that with Krayt Tissues, Bounty Hunter loot,and Gorax bones almost all ranged weapons can meet or surpass quest loot, however there is almost no chance for good crafted melee weapons. There are 2 decent types of melee enhancers (Acklay Bones and Nighsister Vibro Units), but unlike all of the ranged components these parts drop from a single spawn mob only, and are in general much more of a chore to collect. Even with them being as rare as they are, the ranged loot offersa much higher increase in stats as well.
- More powerful versions of the skill stims that can act as temporary skill attachments for those who maybe can't afford to spend millions on the clothing attachments. They would be non-stackable with clothing (so both combined would cap at +25) but give the average player who doesn't have millions to throw around for attachments a real fighting chance against those who do have the millions and are fully enhanced.
- Lootable components for other crafting professions other than just Weaponsmith and Armorsmith. Clothing loots that would offer a slightly different look or maybe an extra slot or two. Droid enhancements that allow you to give a droid elemental damage or just slightly increased Health or attack power, or perhaps a modified appearence.Chef drops that could further enhance foods. Architect drops that allow you to make a house with an additional room, or factories with slightly higher speed or item capacity, or harvesters with slightly enhanced statistics. Appearence modifications for Bio-Engineered pets (allows you to make something like the Painted Spat or the Mutant Kamurra perhaps).
Azrielen wrote:I had this idea a while back when thinking up things for architect. It's not exactly combat-related, but it could be useful for everyone.Say, if you kill a "savage" type NPC (think Kungas/Jantas/Dantari/NS Slaves, etc.) then they could drop something like a droken pot, urn, basket, etc. Something like that. Now, you could either keep this broken thing and set it in your house as an intersting broken thing, or you could bring it over to your friendly local architect and they could fix it somehow, turning it into a starge container that, when placed in a house, holds ten things that DO NOT add to the storage count of your house. Could be a very effective was to increase storage and have odd little things for architects to help out with.Also, what about ground-looted shipwright items? Maybe a certain adhesive or coting or tool that, when used in making ship sub-components, like Overdrivers and Intensifiers, could give them a bit of a boost? Or maybe when used while reverse engineering looted space parts, gives the end result a boost?
The devs probably wouldn't look favorably on that. They like to think they have control of the storage abilities of players.
- Piece together a broken data disk and it might tell you a story about something or other (not like now where its about somebody wanting to dump a girl), where the next loot might be found, or clues to some sort of treasure (not a CDEF but art or some unique schematic).
- Loot a weapon off of a dead NPC, and it might have a name on it where you could return it for a reward. (you'd have to examine the item to read the descirption)
- Other items might have some sort of history (from Episodes 1,2,3,and 4) that could be read from the object when examined.
bluejanus wrote:
Azrielen wrote:
I had this idea a while back when thinking up things for architect. It's not exactly combat-related, but it could be useful for everyone.
Say, if you kill a "savage" type NPC (think Kungas/Jantas/Dantari/NS Slaves, etc.) then they could drop something like a droken pot, urn, basket, etc. Something like that. Now, you could either keep this broken thing and set it in your house as an intersting broken thing, or you could bring it over to your friendly local architect and they could fix it somehow, turning it into a starge container that, when placed in a house, holds ten things that DO NOT add to the storage count of your house. Could be a very effective was to increase storage and have odd little things for architects to help out with.
Also, what about ground-looted shipwright items? Maybe a certain adhesive or coting or tool that, when used in making ship sub-components, like Overdrivers and Intensifiers, could give them a bit of a boost? Or maybe when used while reverse engineering looted space parts, gives the end result a boost?
The devs probably wouldn't look favorably on that. They like to think they have control of the storage abilities of players.
if I recall correctly smugglers used to have the ability to relock locked containers making them take up 1 space again making a 100 capacity home hold 2100