title: Game Design/theory, Loot Drop Chance/Spawn Rate
body: <p>I have a very specific and long-winded question for you all. This question is both about programming and game-theory. I recently added spawnable ore to my Turn Based Strategy Game: <a href="http://imgur.com/gallery/0F5D5Ij" rel="noreferrer">http://imgur.com/gallery/0F5D5Ij</a> (For those of you that look please forgive the development textures).</p>
  
  <p>Now, onto the enigma that I have been contemplating. In my game, ore is generated each time a new map is created. 0-8 ore nodes are generated per level-creation. I already have this working; except it only generates "Emeraldite" at this point, which brings me to my question.</p>
  
  <p><strong>How would I, the programmer, make it so nodes have specific rarity?</strong> Consider this short mockup which is not actually game data:</p>
  
  <p>(Pseudo Chances that a node will be one of the following)</p>
  
  <pre><code>Bloodstone 1 in 100
  Default(Empty Node) 1 in 10
  Copper 1 in 15
  Emeraldite 1 in 35
  Gold 1 in 50
  Heronite 1 in 60
  Platinum 1 in 60
  Shadownite 1 in 75
  Silver 1 in 35
  Soranite 1 in 1000
  Umbrarite 1 in 1000
  Cobalt 1 in 75
  Iron 1 in 15
  </code></pre>
  
  <p>I want to make it so that a generated node could be, theoretically, any of the above, however, with the odds also considered. I hope that question is clear enough. I have been trying to wrap my head around this, and even tried to write out a few if statements with randoms, however, I keep coming up empty handed.</p>
  
  <p>Basically, I just want you guys to see my issue, and hopefully provide me with some insight on how I could approach this in a dynamic kind of way.</p>
  
  <p>If any clarification is needed, please ask; sorry again if this was convoluted.</p>
  
  <p>(I am adding C# as a tag only because that is the language I am using for this project)</p>