Freelancer crate loot pool rework proposal...Or mod idea

Freelancer loot crates have a mix of good items that create memorable runs and inconsequential fillers that doesn’t impact the gameplay in any meaningful way…so I went out of my way to compile a list of changes to make it more entertaining and memorable.

Right now there are a lot of interchangeable blunt objects. While those serve a purpose, maps already provide a bunch of pipes, bricks and so on. In my opinion the crates should either include items that serve a unique purpose, create easier opportunities (that are otherwise difficult) or at the very least introduce new and returning players to some unique items, making them think “wow, I wonder how I unlock this in the main game mode?”

Some items in the existing pool are already good at that:

  • Magnesium pouch + Lil’ Flashy, both useful for sneaking through chokepoints, blinding tasks, all without neither sedating nor killing. Also a throwback to Paris Xmas and Escalation contracts (track 2) missions, where you unlock them.

  • Banana, which creates slippery trap (without breaking silent assassin). Nice for tackling that “make target slip” task and intercepting couriers.

  • Shaman powder, distinct-looking concussion explosive that fits in the pocket, knocks out NPCs in an AoE, opens safes, and can trigger other explosives. Players will notice that you can unlock it from Santa Fortuna, encouraging exploration of this mission.

  • Propane flask, fire extinguisher and car battery, which encourage environmental accident setups but require you to openly carry them, because they’re heavy items.

  • Emetic gas grenade, the uncontested MVP of the loot pool, moving targets (or guards) away from crowded areas. Makes players notice the utility and find out that you can unlock it from Ambrose islands, rerouting players to other content within the game.

  • Iconator / Blownaparte / explosive baseball / explosive golf ball / nitroglycerin, lethal explosives that encourage trap setups, panic manipulation, chain detonations (though there are arguably too many in this category). Throwback to Escalations (track 1), Paris, Whittleton Creek, Elusive target arcade, where you unlock them from.

  • Fishing line + headphones, small but distinct enough fiber wire for garotte tasks. Also a throwback to Miami mission and escalation contracts respectively. Makes newer players think “how do I unlock this?” and sends them to an escalation contract rabbit hole.

  • Rusty crowbar + wrench, kind of bland, but still more useful than an average item you can find on the map. Though I would argue they can be safely removed from the pool.

  • Fugu Fish poison, which is functionally the same as any other consumed lethal pills or vial, but has a unique appearance and serves as a throwback to that Hokkaido mission when you poison Yuki Yamazaki with sushi.

  • The big one, which apart from creating distractions can set off propane explosions and ignite oil puddles without being an illegal action.

The common thread is that these items serve a unique purpose or serve as a throwback to content from older missions.

That being said, below is a list of items that I think would be an amazing fit for the loot crate:

  • Bubble Queen Gum Pack A unique sedative item that NPCs instinctively pick up and consume. It attracts NPCs (can substitute a coin in some scenarios), knocks them out without raising suspicion and unlike Kalmer (which is illegal) it isn’t suspicious to throw/place it. You can place it on the route of a patrolling guard or a courier to intercept his package. Also it introduces players to the 7-deadly sins DLC, where they can unlock it from.

  • Durian An AoE emetic item with legal carry status. A more “whimsical” version of emetic gas grenade. Also a throwback to players to the Ambrose mission and an encouragement to unlock it from that one achievement.

  • Doubloon A coin-type distraction item that is visually memorable and is a throwback to Haven Island mission. Encourages people to explore that mission in the main game and find the buried chest easter egg.

  • Bone Lockpick A permanent lockpick without rarity attached, so players cannot keep it. Power creeps the rusty nail, but also yet another throwback to that Hitman 2 mission.

  • Guru’s Emetic Pen A disguised emetic injector hidden inside a fountain pen. Perfect fit, while also introducing players to that Guru escalation from the Hitman 3 DLC, encouraging exploration of side content.

  • Remote Breaching Charge (Not the MK3 variant, but the one you unlock from Sapienza) A utility explosive useful for getting access and safe opening without raising too much ruckus. Also a throwback to Hitman 1 mission in Sapienza. Importantly, it has no rarity, so players are encouraged to use it because they can’t keep it after mission.

  • Molotov Cocktail An underutilized but extremely unique explosive. Could replace one of the explosives that is already in the original pool. The immediate explosive area kills npcs while the extended AoE creates burning kills. It also encourages practicing the throws, because you can set off fire traps over fences or ballistic trajectory (like open window).

  • Taunton Dart Gun Essentially a Kalmer equivalent without rarity, so players can’t keep it after mission. A temporary dart gun and a throwback to that DLC escalation mission in Berlin from Hitman 3.

  • Small Goldbar, a blunt melee weapons that doubles as a coin-like distraction. Also a nod to the Bank level’s deposit box section.

  • Combat Knife Simple, sleek “agency knife” vibe. Having ICA field equipment occasionally appear in Freelancer crates makes it feel more like an agency pickup stash and grounds the otherwise chaotic feel.

  • The Ducky gun A custom 5mm silenced firearm without rarity, which can come in clutch on the missions after prestige or if you need something to break cameras and land distraction shots. The ducky print is also a throwback to the classic rubber ducks that agent 47 is known for using. Players will notice that you can unlock it in the main game by grinding elusive target arcade, pushing them to try more side content and grind the acheivements.

Some items currently in the pool could be removed or reduced in frequency due to redundancy:

  • Apple

  • Blueberry muffin

  • Pipe

  • Iron (for ironing clothes)

  • Scissors

  • Gold idol

  • Crystal ball

  • Pool ball

  • Rusty nail

  • Baseball

  • Red-tie kiwi / squeaky toy

  • Emetic rat poison (maps already provide a lot of those)

They rarely create any meaningful or memorable missions. The bottom line is that it isn’t about making Freelancer mode easier, but to spice up the gameplay and make each mission more unique.

If the balance is the primary concern, then the frequency of those crates could be decreased with the changed pool becoming drastically better.

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i’d like to see disguises in the crates … put them in a backpack or something

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