AbsolutTalent Posted August 31, 2013 Share Posted August 31, 2013 (edited) I know its a topic that has come up a lot because of frustrations over trying to find a certain rare mod that never drops (for me its Split Chamber) What if instead of fractions dropping the individual mods, they drop a sort of "currency" that get traded at a Lotus Outpost (inside the market) for whatever mod you wanted. Seems some enemies drop certain type of polarity mods more than others, so possibly keeping the currencies seperate to still maintain a certain farming feel Grineer drop V currency (offensive) Corpus drop D currency (defense) Infested drop - currency (tactic) All factions also drop = and y currency (used for sentinel and warframe mods) Dropped in the form like Resources, with a random amount attached to them like currently being used In the store you purchase mods like weapons/BPs with credits Common mods cost=20 Uncommon mods cost=50 Rare mods cost=100 Rank 3 Fusion core=100 Rank 5 fusion core=200 Rank 5 fusion core rare=300 This would help alleviate the amounts of useless mods you get, help people work towards the mods they want Edited August 31, 2013 by AbsolutTalent Link to comment Share on other sites More sharing options...
misoru2012 Posted August 31, 2013 Share Posted August 31, 2013 100 credits for a rare mod? LOL. Link to comment Share on other sites More sharing options...
legionprobatio Posted August 31, 2013 Share Posted August 31, 2013 This idea is bad, would be too easy Link to comment Share on other sites More sharing options...
Shion963 Posted August 31, 2013 Share Posted August 31, 2013 OR trim down each enemies' drop tables so that we know for sure which enemy to farm for a mod. Y'know, improve upon DropTable2.0. I'd welcome a token-based mod shop, but only if it doesn't totally replace mod drops. Sure, farming for a certain mod is a frustrating process, but high expectations/demands will always feel like that. Link to comment Share on other sites More sharing options...
AbsolutTalent Posted August 31, 2013 Author Share Posted August 31, 2013 100 credits for a rare mod? LOL. I didnt say it was credits, I said it was another currency Take for instance, you run a mission (non-defense) and you get maybe 3-5 mods and 90-400 reubedo. Now take out the mods and use the reubedo for an example, so instead of the mods, you get 90-450 V credits (in addition to the reubedo, its not replacing the resources. Just drawing on their drops as an example for quantity) So for an average run, instead of getting 3-5 mods each of different rarity, you now get average 250 Mod Credits which you could use to buy 2 rares and a uncommon mod that you want. Link to comment Share on other sites More sharing options...
legionprobatio Posted August 31, 2013 Share Posted August 31, 2013 I didnt say it was credits, I said it was another currency Take for instance, you run a mission (non-defense) and you get maybe 3-5 mods and 90-400 reubedo. Now take out the mods and use the reubedo for an example, so instead of the mods, you get 90-450 V credits (in addition to the reubedo, its not replacing the resources. Just drawing on their drops as an example for quantity) So for an average run, instead of getting 3-5 mods each of different rarity, you now get average 250 Mod Credits which you could use to buy 2 rares and a uncommon mod that you want. That is still an incredibly bad idea Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now