Ok I am trying my best to get a loot system in that works with the design goals. Really I do not see a good way of having loot and making it fun. I would hate to have a drop on the other side of the map that I did not even see get lost due to me not having the camera over that area….or beating a level and seeing a major research tile go lost due to the next level script. I am not sure it really adds anything to the game. Currently you have:
1. Mods Armor
2. Mods Speed
3. Mods Damage
That you research in a tree. The original idea was to have them drop as loot BUT I am just not liking that. I would rather as a player just open the research window when I build up a research point and pick the skill/spell/item I want. So what do you all think. I personally think loot is just over doing it and not helping….This is not really a loot like game (watch dungeon keeper videos as that is pretty much what this game is like)
This is a big one so please give it a quick vote.
Updated research page with description of how it will work this week when I finish it. =)