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 {base} reconcile the disparity of base crate contents 
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Joined: Tue Feb 22, 2011 12:44 pm
Posts: 1582
Location: Western Australia, Australia
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It is my understanding it is: (On a Level 5)

60% common (artifact)
30% uncommon (artifact)
10% rare (artifact)

Maybe Top 10 Damagers get it increased to:

30% common (artifact)
30% uncommon (artifact)
30% rare (artifact)

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Sat Jan 21, 2012 12:21 pm
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Joined: Thu Jul 14, 2011 6:41 pm
Posts: 768
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Dan stated that for Parsers, the percent is as follows:

Colossal: 20% chance (level 7)
Massive: 8% chance (level 6)
Large: 4% chance (level 5)


To me, that doesn't seem too terribly bad ... until you recall the statistics rule that if something has x% chance, that doesn't mean that you will get one out of every 100/x times ...

I think crates should reward more than one thing to make them universally useful and desired.

Vette wrote:
Multi-Item Crate Idea:

We are raiding a base ... not a ship, an entire base. Are we really only able to carry out a single gun? We should get multiple drops. My suggestion for Level 5 base drops (since Level 5s are the most targeted at the moment):

Level 5
Large Base Crate
Top 5 - 33%/33%/33% (Rare, Uncommon, Common)
Top 10 - 25%/32%/43%
Top 20 - 15%/31%/54%
Below - 10%/30%/60%

-And-

Top 5 - 15/10/5 extras (Level 7, Level 6, Level 5)
Top 10 - 10/5/2 extras
Below - 1 extra

Extra = Randomly chosen from: Durtanium Brackets, XCharge Cells, Helmsmen, Scientists, Credits (an appropriate amount scaled to level perhaps?), CTP (an appropriate amount), and perhaps Rescued Prisoners


That would mean that every single crate would always be worth the effort, but it doesn't overpower anything (even at Level 7, 15 extras is not much when you consider what we get in a day and it would not all be Resc.Pris)

Obviously level 6 and 7 crates would have their %s adjusted, but the extras would be as I mentioned.

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Sat Jan 21, 2012 1:35 pm
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Joined: Sat Oct 29, 2011 12:39 pm
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Some good ideas being thrown around here don't know which to support. Hmm.. i'll probably go for Vette's "extras" idea +1.

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Sat Jan 21, 2012 2:23 pm
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Joined: Mon Apr 25, 2011 2:37 am
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yeah at least throw in a billion creds or something !

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Sat Jan 21, 2012 2:48 pm
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Joined: Sat Apr 17, 2010 9:45 pm
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+1
some needs to change!
I don't even bother to try to be online when the base comes up anymore. I just figure the reward isn't worth all the energy I expend in taking part on a base kill.
When I'm online I join in, but no more watching the clock to come back to GL just for a base.
I would propose a equation taking into account the effort put into killing the base by the player; accounting for the energy spend and damage taken.

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Sat Jan 21, 2012 10:07 pm
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Joined: Thu Aug 04, 2011 1:56 pm
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spyder wrote:

And people in badge slots should get 100% raid chance.


Not really. Lots of times we can have people in badge slots and not even put that much effort into it. For us, that's 40 slots. Why should 40 people get a 100% chance raid?




Also, perhaps this could work (perhaps easier to code?)
top 5 raid reward: Epic[crate size] base crate [33/33/33]
5-10 raid reward: Rare[crate size] base crate [25/35/40]
10-20 raid reward: Uncommon [crate size] base crate [20/30/50]
Everyone else: Standard [crate size] base crate [10/20/70]

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Sat Jan 21, 2012 10:18 pm
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