Letter13 Posted June 26, 2014 Share Posted June 26, 2014 (edited) This is a rather recent concept I came up with after seeing a lot of the negative feedback about limiting things like rare stances to a very specific enemy type that rarely spawns (i.e. Powerfist). Sablesonata makes an excellent point in one of his posts on the issue: The problem with that is that as a player, you have basically no choice in how enemies spawn. All having individual drop table does is force players to find that one node where a certain enemy inexplicably spawns more and do it over and over and over until they get the drop they need. Aren't new players supposed to find these mods as they progress? If it's very difficult to find when you're stacking the odds in your favour and grinding for days at a time, what hope is there for the average player to ever get it? It isn't just a problem with stances though, it's a problem with a lot of things. Recently on a mission in Mercury I came across a Streamline on the survival not 5 minutes in. Now don't get me wrong, Streamline is a fantastic mod... but it's not something that sort of yells "this is mandatory for early game areas". When I think "early game" I think of mods that directly influence a player's weapon combat ability and survivability... mods like Redirection, Vitality, Serration, Hornet Strike, elemental damage mods, etc. Common and some uncommon mods. Not rare mods. But a lot of these mods aren't really seen until later areas because the correct enemies don't spawn in at early game areas. Which is why I thought "Why not have the mod drop table be dependent on the planet, rather than the enemy?" You could have a separate table for every planet, and whenever you kill any enemy there's a chance it could drop a mod from the region's mod table. Of course considering there are way fewer regions than there are enemies, each region's mod table would be huge (think 5~7 enemies' worth of mods). However by making it so that any enemy can draw from this table, you're no longer limiting players to nodes, regions or enemy types (players don't have to "find that one node where a certain enemy inexplicably spawns more and do it over and over and over until they get the drop they need"). Players can play the mission types they want and kill all enemies equally. Additionally, come common and high-use mods can be repeated across regions (i.e. have Serration and Hornet Strike drop in Mercury, Venus, and maybe 1 or 2 other low/mid level regions), and have rarer mods limited to just 1 or 2 regions. These tables could function like the resource tables--which happen to be planet specific. But unlike the resource tables, these tables would be hidden and would require unlocking them in the Codex in order to view them. This is where "Mission Scanning" would occur. First, create a codex entry for each planet/region; to reveal more of the entry all the player needs to do is run missions in that planet (perhaps a number of 20~50 missions would fully unlock the codex entry), the more missions they run the more of the table becomes viewable. Also, removal of skill mods from the tables would be ideal to reduce dilution (although skill mods are nice for transmutation fodder so I'm slightly on the fence about this) I may try coming up with sample tables Thoughts? Suggestions? P.S. If such an idea is implemented, I'd suggest turning enemy-scanning for the codex into something that gives you mastery; when you complete a codex entry you get a bit of mastery, so there's still incentive (maybe even more than before due to people posting drop tables on the wiki) to scan enemies. tl;dr ------ turning mod drops into planet-specific tables (like resources) does 2 things: 1. Make "mandatory" mods for early player experience available earlier on 2. Reduce the grind by having all enemies pull from a single table rather than individual tables per enemy Edited June 26, 2014 by Letter13 Scanning enemies = should give mastery instead Link to comment Share on other sites More sharing options...
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 account
Already have an account? Sign in here.Sign In Now