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.