Long ago on one of Steve's livestreams, he noticed how there is often a glut of crates on a level but each individual crate doesn't offer much in the way of worthwhile rewards.
I share this sentiment, and have often felt that the vast amount of crates choking up maps doesn't make up for the lesser rewards they offer.
Conversely, if you've played on Fortuna for any length of time you've likely noticed how comparatively rewarding the crates there are, offering a wide selection of resources to offset their somewhat sparse nature.
I propose a rework to standard tilesets that reflects this ideal, drastically reducing crate spawn rate but increasing the value of each individual crate, meaning that even long time players might feel a bit of a reason to divert from the path to smash some loot.
Thus, here is my suggestions for the Great Crate Rework -
Global resource and crate spawn rate reduced by 66% (1/3 of containers will spawn as compared to current)
Crate Type Distribution:
Resource Deposit Distribution:
Resource deposits will drop 1.5x current resource amounts to compensate for reduced spawn chance. Resource deposits also get the following multiplier based on level to ensure value is maintained across the star-chart.
1.0x - level 1 -10
1.2x - level 10-20
1.4x - level 20-30
1.6x - level 30-40
1.8x - level 40-60
2.0x - level 60+
Crate Rarity Distribution:
Crates will have multiple tables to drop from, as follows. Each "Survival" resource is rolled separately, and it is possible to get more than 1 ammo type or other drop per roll. Uncommon crates double these values.
Mission Specific Resource (Life support, battery, etc.) - 25%
30% Energy orb (20% in lockers)
25% Health orb (40% in lockers)
5% - Distress Beacon
Distress Beacon is used to instantly reset landing craft ability cooldown, activates on pickup, cannot be "saved." The idea for these isn't to be a reward in and of itself, but to slightly incentivize more use of the landing craft abilities.
Omni ammo will act as a restore to all ammo types if no Archgun is equipped. If Archgun is equipped and not at 100% ammo, it will instead refill Archgun ammo.
Loot tables from crates (And lockers) will roll in the following chances. Each successful roll triggers another, with sequential rolls reducing in chance.
Crate Roll Table:
1st - 100%
2nd - 50%
3rd - 25%
4th - 10%
5th - 3%
6th - 1%
Crate "Loot" table Common:
Credits 10-15x enemy level range - 45%
Resource (Follows same distribution as deposit spawns) - 28%
Resource "Special" - 10%
Mod - 5%
Endo 3-5x enemy level range (rounded down to nearest 5) - 5%
Ayatan Amber - 2%
Ayatan Cyan - 5%
Crate "Loot" table Uncommon:
Credits 20-30x enemy level range - 25%
Resource (Follows same distribution as deposit spawns) - 36%
Resource "Special" - 12%
Mod - 6%
Endo 4-6x enemy level range (rounded down to nearest 5) - 9%
Ayatan Amber - 4%
Ayatan Cyan - 8%
Crate "Loot" table Locker:
Credits 10-20x enemy level range - 40%
Resource (Follows same distribution as deposit spawns) - 14%
Resource "Special" - 15%
Mod - 8%
Endo 5x enemy level range (rounded down to nearest 5) - 7%
Ayatan Amber - 8%
Ayatan Cyan - 8%
These drop chances for individual types are meant to incentivize both crate hunting AND locker opening. These values may be too homogenized, thus removing some drops from lockers or crates and weighting other values more appropriately may be warranted.
To compensate for increased credit gain in missions, end-mission rewards will be buffed to make them still valuable in and of themselves. Scaling will follow as thus.
Level 1-10 - 1.5x current rewards
Level 10-30 - 2x current rewards
Level 30-50 - 3x current rewards
Level 50+ - 4x current rewards
Dark Sectors / "Outlier" Credit reward missions - 1.5x current rewards
Resource "Special" table is universal for all planets, and follows as thus:
Synthula 1x - 5%
Tellurium 1x - 15%
Oxium 1-2x enemy level range - 50%
Cryotic 5-10x enemy level range - 20%
Argon 1x - 10%
Mod Loot table is a pre-determined set of mods, including all "crucial mods" as well as a selection of others deemed worthwhile. These mods will be divided in a 3/2/1 ratio based on rarity, (common/uncommon/rare).
All Crates and lockers have the following distribution for Nav Coordinates as well, separate from loot tables.
Lockers - 10%
Common Crate - 3%
Uncommon Crate - 6%
All Void Crates will not have Nav Coordinates, but instead offer the following chances to drop focus lenses, separate from regular loot tables
Lockers - 1%
Common Crate - 0.5%
Uncommon Crate - 0.75%
All Kuva Fortress Crates will not have Nav Coordinates, but instead offer the following range of Kuva distribution, separate from regular loot tables
Common - 1-1.5x enemy level range - 5%
Uncommon - 1.5-2.5x enemy level range - 10%
Lockers - 1.5x enemy level range - 10%
Additionally, resource deposits will have an additional type added to the rare spawn chance called "Kuva Canister" that will drop a guaranteed range quantity of Kuva.
During special invasion boss events, crates and lockers will have the following chances to drop the related resource, separate from regular loot tables
Common - 10%
Uncommon - 20%
Locker - 15%
All maps will have dedicated "Loot Zones" which are areas typically blocked by map puzzles or far off the beaten path. Hidden areas. Loot Zones add an additional 100% loot drop roll to all crates, and change crate distribution to 50/50 for common/uncommon spawns. Additionally, rare crates have a 0.3% chance to spawn in these areas.
Lastly, all clantech resources would be removed from crates AND from planetary resource pools, and instead be dedicated to factions specifically. Meaning that Grineer units will ALWAYS drop Detonite Ampules exclusively as their clantech drop, and Infested units will ALWAYS drop Mutagen Samples as their clantech drop. Corrupted will maintain this ruling, adding more incentive to travel to the void.
I feel all these changes would make exploring the map more rewarding for new and old players alike, and offer scaling into higher level content throughout the star chart. It will also assist in higher credit gains for the average player, once again scaling into higher end content.