
As it stands, the Supply Cache and its ability to be raided are a great addition for rebel sabotage and incursion roleplay.
Rebels now have a mid-game-tier raid, of sorts, to pull off, granting them mid-level supplies.
However, after some in-person experiences, as well as testing, it's come to my attention that some values may be more skewed than others, resulting in subpar loot for what can be considered a "high-tier" risk.
Personally, I raided a few caches myself on the main server, and only got Health Vials and Health Kits (still decent loot; I won't complain)
After doing some testing on the Test Server, I encountered very similar loot, save for 1 single box of SMG Ammunition.
What it appears to me is that the values favor the health items. Not bad loot, but subpar for what is required to obtain it.
After doing some testing on the Test Server, I encountered very similar loot, save for 1 single box of SMG Ammunition.
What it appears to me is that the values favor the health items. Not bad loot, but subpar for what is required to obtain it.
After speaking with Soviet, I learned what some of the loot should be, and thought of some more additions I'd like to see:
Every loot run on a supply cache should grant 1 of the 2 medical items, with odds favoring the Health Vial over the Health Kit.
Ammunition should be boosted a bit, with favor given to Pistol and SMG, as opposed to any other types. Rifle Ammo and Pulse Ammo should not be included.
Kevlar Scraps and Kevlar Vests should be included, with odds far favoring scraps over vests. This can act as a non-combatant bridge to get higher-tier rebel armor.
Every loot run on a supply cache should grant 1 of the 2 medical items, with odds favoring the Health Vial over the Health Kit.
Ammunition should be boosted a bit, with favor given to Pistol and SMG, as opposed to any other types. Rifle Ammo and Pulse Ammo should not be included.
Kevlar Scraps and Kevlar Vests should be included, with odds far favoring scraps over vests. This can act as a non-combatant bridge to get higher-tier rebel armor.
A loot table could look something like this:
Guaranteed Health Item Roll (1x Roll)
| Item: | Chance: |
| Health Vial | 85% |
| Health Kit | 15% |
| Item: | Chance: |
| Pistol Ammunition | 40% |
| SMG Ammunition | 35% |
| Buckshot Ammunition | 15% |
| 357. Ammunition | 10% |
| Item: | Chance: |
| Kevlar Scrap (x2) | 95% |
| Kevlar Vest (x1) | 5% |
| Item: | Chance: |
| Kevlar Scraps (x1) | 55% |
| Pistol Ammunition | 20% |
| SMG Ammunition | 15% |
| Health Vial | 10% |
This focuses on balance, whilst making the risk-reward worth the possible expenditure of 5 Circuit Boards for 1 EMP, in case you die and lose it.
Feedback and other changes are always appreciated.
Thank you for reading the suggestion!
5 Circuit Boards for 1 EMP is crazy expensive. Can we get that lowered to like 2 or 3 maybe >>>
Feedback and other changes are always appreciated.
Thank you for reading the suggestion!
5 Circuit Boards for 1 EMP is crazy expensive. Can we get that lowered to like 2 or 3 maybe >>>