> For the complete documentation index, see [llms.txt](https://titan-force.gitbook.io/titan-force-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://titan-force.gitbook.io/titan-force-docs/home/game-design-doc-g.d.d/start/specs/economy/drop-rate.md).

# Drop Rate

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### &#x20;Example Drop Rate Table

| Resource                  | Common Zone (Shallow Ruins) | Rare Zone (Deep Ruins) | Event Modifier (Shard Storm / Fuel Shortage)       |
| ------------------------- | --------------------------- | ---------------------- | -------------------------------------------------- |
| **Fuel Cells**            | 30% (1–3 units)             | 15% (2–5 units)        | ↓ 10% during shortage, ↑ 20% if convoy raid        |
| **Titan Integrity Parts** | 40% (basic plating/servos)  | 25% (advanced cores)   | ↑ 15% if Titan wreck nearby                        |
| **Pilot Sustenance**      | 50% (food/water packs)      | 25% (medical kits)     | ↓ 20% in famine event                              |
| **Energy Shards**         | 5% (single shard)           | 15% (clusters of 2–3)  | ↑ 30% during shard storm                           |
| **Faction Credits**       | Guaranteed (mission reward) | Guaranteed             | Mission payouts ↑ 25% during war contracts         |
| **Territory Assets**      | N/A (not RNG)               | 100% on capture        | Yield fluctuates ±20% depending on faction control |

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### Rarity Tiers

* **Common (40–50%)** → Sustenance, basic mech parts.
* **Uncommon (20–30%)** → Fuel Cells, advanced parts.
* **Rare (10–15%)** → Energy Shards, medical kits.
* **Legendary (≤5%)** → Titan AI fragments, unique mech modules (only in deep ruins or special events).

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### Gameplay Impact

* **Survival Pressure**: Sustenance is common, but medical kits are scarce → pilots must ration.
* **Progression Gate**: Energy Shards remain rare, ensuring transcendence paths feel earned.
* **Faction Diplomacy**: Credits are reliable, encouraging players to engage in missions/trade rather than pure scavenging.
* **Event Drama**: Dynamic modifiers (fuel shortages, shard storms) keep the economy unpredictable and narrative-driven.

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