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 Rogue Tech Collector Update 
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Joined: Sun Jun 19, 2011 6:24 pm
Posts: 2810
Location: UK
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I would like to suggest that the Rogue Tech Collector drops receive a much needed update.

These would be similar in fashion to the kind of drops received from the RSL Confinement Centre Drop, only instead of scientists, you can receive varying amounts of CTP, dependant on the drop received;

Drop 1(75%) = Planetary Debris = 5 CTP

Drop 2(24%) = Starship Debris - 10 CTP

Drop 3(1%) = Base Debris = 50 CTP


Fri Mar 30, 2012 9:19 am
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Joined: Fri Apr 15, 2011 4:35 pm
Posts: 558
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too powerfull..

75% for 1ctp
20% for 3ctp
4% for 5ctp
1% for 10ctp

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Fri Mar 30, 2012 12:19 pm
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Joined: Sun Jun 19, 2011 6:24 pm
Posts: 2810
Location: UK
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LIBING wrote:
too powerfull..

75% for 1ctp
20% for 3ctp
4% for 5ctp
1% for 10ctp


The point was to change the drops as lots of people have complained in the past that 1 or 2 ctp for the energy spent is not worth it.

Your first two percentages would not change the fact that its still crappy ctp for the energy spent, and the last two are gonna be so rare that the rate won't change at all.

I'll admit that given their common occurrance that maybe 5 & 10 CTP may be too high, that said though, a 75% chance at 1 ctp is basically what we already have. So perhaps a 65% chance at 3 CTP and a 35% chance at 6 CTP would be better. However that still just means a max of 6 CTP for 15-25 energy spent.

A person under rank 600 can make 38 ctp from just 7 attacks or 35 energy. Whereas anyone above rank 750 can't get decent ctp rates at all from any NPC drop other than Xiloy, and they disappear at rank 1000.

Given that its these high ranking members who primarily need the ctp the most(for base upgrades/buildings/universal terminal), there should be ways to gain such ctp at a higher rate, without having to sell their artifacts/minerals.

I wouldn't even be suggesting this if scrap rates on higher rank NPC drops weren't already completely nuked, and the higher ranked NPC drops continually appear to be getting the same treatment, such as the newly released Sha'din Hyperport.


Fri Mar 30, 2012 12:27 pm
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Joined: Thu Nov 25, 2010 6:49 pm
Posts: 8964
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As much as I'd like to have more ctp coming in, I have to say no to this. The high ranks that you refer to can easily 4 shot kill TCs. And I'd like to point out that TCs are 1 of only 4 Common NPCs that high ranks even get. Giving the TC a higher reward would work to devalue CTP across the board. Elite/Boss drops would have to be raised, mission cost and UST cost would have to be raised, then the argument circles back to the beginning.

As an example, the XRP Warp Station drops a Warp Pack that scraps for 9-18ctp. Even if you assume that the drop percentages are equal (which we are pretty sure they are not) you would have to lock 3 Warp Stations to get 1 Warp Pack. That's 195k damage, and at damcap that would require 130 shots (650 energy). To get 18 ctp from TCs at 4 shots per requires 72 shots (all 1ctp drops) which is 360 energy.

If you notice, the ctp from scrapped drops from Elite/Boss NPCs that were created AFTER the TC was added have abysmal rates. I think this is intentional on Dan's part to actually SLOW the accumulation of ctp by higher levels. Throw in the ctp higher levels can buy with high mining production (ku -> ctp), high artifact production (selling artifacts for ctp) and planets, there's plenty available. Ctp is the de facto currency in GL. While I'm sure that isn't exactly what Dan wanted, he's smart enough to see the reality and won't take steps to cause inflation by adding more ctp into the economy.

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Fri Mar 30, 2012 4:09 pm
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