Space rare loot box

Space rare loot box
  • Thread starter Thread starter smogs
  • Start date Start date
  • Not Implemented Space 
This idea/suggestion has been flagged as Not Implemented because of a lack of popularity, lack of interest, lack of feasibility, or other determination by the Development Team, so the suggestion will not be implemented. Once a suggestion has been flagged this way, the decision is final. Although the issue may be raised again in the future after a six month cooldown. A response explanation from the Development Team can be found in the thread.
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Proposal
see main text
Justification
adds a random chance at any pilot level for a rare chest
Motivation
just a fun mechanic for the space community
Add a space rare loot chest, this has been fully developed against SWG source and tested and working at VM level, all files attached as zip


[FONT=Calibri, sans-serif]Space Rare Loot Chests[/FONT]
A Pilot's Guide to PvE and PvP Bonus Chest Drops
Every so often, destroying a ship in space combat awards a bonus reward: a rare loot chest containing a valuable ship component. This can happen two ways — by destroying enemy NPC ships, or by destroying another player's ship in PvP combat. The two systems share the same reward pool and quality tiers, but have different odds and cooldowns, described below.

1. NPC Kills — Rare Loot Chest​

Destroying an enemy NPC ship gives you a small, flat chance at a rare loot chest, on top of your normal combat rewards.
Requirement​
Details​
Eligible kills​
Destroying an enemy NPC ship in space combat. PvP kills use a separate system (Section 2).​
Tier matching​
The target needs to be at or near your own ship's tier. Targets 2 or more tiers below you give no chance at all. A target exactly 1 tier below you gives half the normal chance. Targets at or above your tier give the full chance, and higher-tier targets improve your reward quality odds (see Section 3).​
Cooldown​
Once you win a chest, you must wait 24 hours before you're eligible to win another.​
Chance per eligible kill​
A small flat chance is rolled on every eligible kill that clears the checks above. It's intentionally rare — expect this on the order of one chest roughly every couple thousand eligible kills, not something to farm actively.​
Whole crew rolls​
Every player aboard your ship gets their own independent roll on an eligible kill — not just whoever's credited with the kill.​

2. PvP Kills — Rare Loot Chest Roll​

Destroying another player's ship in space PvP combat gives every attacking crew member an independent shot at the same rare loot chest reward.
Requirement​
Details​
Eligible kills​
Destroying another player's ship in space PvP combat.​
Per-victim lockout​
After an eligible kill on a specific opponent, you won't get another reward shot against that same opponent again for a while (currently 1 hour). Kill a different opponent in the meantime and you get a fresh shot at them.​
Daily win cap​
Once you win a PvP chest, you can't win another one for 24 hours. Misses don't count against this — only an actual win starts the clock.​
Chance per eligible kill​
2% per eligible kill — noticeably higher than the NPC rate, since a genuine PvP kill on a given opponent is normally only worth one shot before the lockout kicks in.​
Whole crew rolls​
Every player aboard the attacking ship gets their own independent roll on an eligible kill — not just whoever's credited with the kill.​
PvP kills are a flat system — there's no meaningful “tier gap” between two players the way there is against an NPC, so PvP wins always roll the same baseline quality split (Rare 70% / Exceptional 25% / Legendary 5%, see Section 3) no matter who you're fighting. The component itself is drawn the same way as the NPC system too — a uniform random pick from the shared pool (see Section 5), with tier having no bearing on it either.

3. Reward Quality Odds​

Every time you win a chest, its quality — Rare, Exceptional, or Legendary — is rolled separately from the chance to win the chest at all. For NPC kills, your odds shift depending on how far above your own tier the target was — punching up improves your quality odds, up to a cap at 3 tiers above you. PvP kills always use the baseline row (see Section 2) since there's no meaningful tier gap between two players:
Tier Gap​
Rare​
Exceptional​
Legendary​
At or below your tier​
70%​
25%​
5%​
1 tier above you​
65%​
29%​
6%​
2 tiers above you​
60%​
33%​
7%​
3+ tiers above you​
55%​
37%​
8%​


Quality also controls how strong the actual component you get can roll. Every reward item has an average stat value and a best-possible value (for a stat like mass, where lower is better, that's a "floor"). When your chest is crafted, the game picks a deviation value from a range set by your chest's quality, and that deviation sets how far from the average the component's stat lands — a higher deviation means a stronger roll:
Quality​
Deviation Band​
Rare​
3.0 – 3.2​
Exceptional​
3.0 – 3.5​
Legendary​
3.5 – 5.0​


For example, on a Koensayr M8 (average mass 19,734), those bands work out to:
Quality​
Deviation Band​
Resulting Mass Range​
Rare​
3.0 – 3.2​
13,419.1 – 13,813.8​
Exceptional​
3.0 – 3.5​
12,827.1 – 13,813.8​
Legendary​
3.5 – 5.0​
9,867 – 12,827.1​


Rare and Exceptional share the same worst-case result (deviation 3.0), so a bad roll can look identical either way — but Exceptional's range reaches further into good territory. Legendary picks up cleanly where Exceptional's best case leaves off. Legendary's top end (deviation 5.0) is the same maximum any roll on that component could theoretically reach — Legendary doesn't unlock a better result than what was already possible, it just guarantees landing deep in that range instead of gambling on it. Exact averages and floors vary by component; the deviation bands themselves (3.0–3.2 / 3.0–3.5 / 3.5–5.0) are the same for every item in the pool.

4. Roughly How Many Kills It Takes​

Chest odds are intentionally low so this stays a bonus, not something to actively farm. Here's roughly how many eligible kills it takes to expect one chest of a given quality, based on the current tuning. These are averages, not guarantees — actual results vary kill to kill.
NPC Kills (PvE) — odds shift with tier gap

Tier Gap​
Rare​
Exceptional​
Legendary​
At or below your tier​
~3,929​
~11,000​
~55,000​
1 tier above you​
~4,231​
~9,483​
~45,833​
2 tiers above you​
~4,583​
~8,333​
~39,286​
3+ tiers above you​
~5,000​
~7,432​
~34,375​


PvP Kills — flat, no tier gap
PvP always uses the baseline split, regardless of who you're fighting:

Rare​
Exceptional​
Legendary​
~71 kills​
~200 kills​
~1,000 kills​


PvP needs far fewer eligible kills per chest than NPC kills do — but genuine, eligible PvP kills are inherently rarer and gated by the lockouts in Section 2, which is what keeps the two systems balanced against each other.

5. Reward Pool — What's In the Chest​

Every rare loot chest — whether it came from an NPC kill or a PvP kill — draws from the exact same single, unified reward pool. There's no separate pool per system, per tier, or per pilot: a brand-new pilot and a veteran ace draw from the identical list with identical odds.
The pool holds 319 working reward items across six component types — Armor, Capacitor, Engine, Reactor, Shield, and Weapon — and craft levels 4 through 10, shown in full below. Boosters and droid interfaces are not part of this pool. Which specific item comes out of the chest is a flat, uniform random draw across the whole pool — your tier, your target's tier, and (for PvP) your opponent's tier have absolutely no bearing on which component you get. Tier only ever affects the chest's quality (Rare/Exceptional/Legendary — see Section 3), never which item it contains.



Craft Level​
Armor​
Capacitor​
Engine​
Reactor​
Shield​
Weapon​
Total​
L4​
—​
14​
—​
8​
—​
—​
22​
L5​
10​
—​
—​
10​
—​
—​
20​
L6​
13​
14​
15​
13​
12​
11​
78​
L7​
10​
—​
—​
10​
11​
13​
44​
L8​
12​
—​
12​
11​
13​
13​
61​
L9​
14​
—​
—​
—​
—​
—​
14​
L10​
12​
14​
13​
12​
13​
16​
80​
Total​
71​
42​
40​
64​
49​
53​
319​


A dash means that level/type combination has no eligible item right now — not a rare drop, just not populated. Once the pool picks a component, the quality rolled in Section 3 (Rare/Exceptional/Legendary) sets its stat scale.

6. What Happens When You Win​

A successful chest award (from either the NPC or PvP system) triggers immediately and unmistakably:
  • A system message confirming the win.
  • The signature “UTINI” sound cue, plus a particle effect burst at your position — the same reveal moment used by the ground rare loot chest system.
  • The chest itself appears in your ship's cargo hold / inventory, ready to open.
Failed rolls are always silent — no message, no sound, no effect. You'll only ever be notified on an actual win.
 

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This suggestion has been closed. Votes are no longer accepted.
Instead of Rare Loot Chest, can we call it Pandoras Box? That is pretty much how I feel about this.

I was apprehensive about our additions of Rash Nunes and hyperlane freighters loot tables increasing the ammount of parts with the best chance to roll desirable stats. Those still had the same rng chances as the game has always had.

Changing the rng chances to guarantee a stat deviation into unicorn territory is too far a leap for me.
 
PlayerVoice is a forum to propose ideas, not implementations. We can never approve a PlayerVoice like this because it would make players expect us to implement the exact numbers and mechanics given in this post.

It is also intended that the Proposal, Justification, and Motivation be 1-3 complete sentences that summarize the entire proposal, while the body of the post itself can contain generalized implementation ideas(never hard numbers) and more context to give inspiration to readers and developers. If an idea cannot be fit within the 1-3 sentences of the proposal, it is too specific, and would place too many constraints on our decision making as developers on how to implement the proposal.

Once a PlayerVoice is approved, or generally for anything being implemented, the proper avenue to give feedback/suggestions on exact mechanics and numbers is via the envoy/senate or testing persons/channels.

We are closing this thread for the above reasons, but this is not a rejection of this idea.
 
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