I've said/complained that mission/CGs are stale >< (the structure at colonial give me hope things are getting better). So rather than complain anymore, as it has little effect, I will be creative. Just hope I'm listened too. This isn't a huge stretch, but a start, to spice up CGs.
None political/main story driven CGs. CGs bases on general space happening of a livening galaxy. This will allow for players to work there own stories, not related to some main theme that already has its own path... just saying'.
This means you can drop the CGs in systems that people may call home , and they can get involved in a story that relates to their play.
Note to FDEV
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Atmosphere recovery: (rare GC, but there are a lot of planets that could be hit)
A mass coronal ejection has hit planet X. Efforts underway to repair the atmosphere and infrastructure.
Delivery: Gold, Power Generators, Polymer Capacitors (material)
Combat: Pirate have increase due to relief effort... pew pew!
..if it fails, next cg, evacuation mission, to reduce population load (we don't have dynamic population><, but hay, lets play pretend, for now. New controlling state 'Disaster relief'?)
--------
Incoming asteroid/comet(when added): (very rare GC)
Would be nice ifs player could also visit the rouge body during the CG, maybe have it as a 'HOT' location. Maybe have minable asteroids around it, high in valuable goods?
A large astronomical body has taken a new orbit that will bring it on a collision path of planet X (plant X isn't having a good day
). The hope is to use a space tractor to force the astronomical body out of the system, if that fails, explosive will be use to alter its trajectory.
Delivery Data: Delivery astronomical data. As a precautionary measure to look for other such issues throughout the galaxy
Delivery: Hydrogen Fuel, Explosives, isolated antimatter (oh wait.. we don't have that
, new rare maybe)
Optional but not possible(I think): Evacuation missions, you know, take advantage of the passenger content...I know, wild idea to tie that in with a CG.
...and should the CG fail... next CG will be rebuild/relief effort
-----
Charity, free the slaves:
Deliver slaves to station X, so they can have their debts paid by charitable organisations.
Delivery: slaves (think this only works for the imperial slave system), Synthetic Fabrics and Clothing (they may need new clothes
)
Optional Delivery Data: Relocation options for slaves?
Optional passenger mission: some of them will want to go home
Generated mission during CG: lots of Donation mission (see what I did their? linking in the CG to mission available..just a though - cohesion -)
//with mission generated by a CG, players have the option to do both activities or gives people that are not interested in a CG something worth doing at that location//
population increase (when we have dynamic population) bases on CG outcome.
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A CG I would love to see, but may be to much/too out there
***
A brake down of what we have now (as I have experienced, but I don't do all CGs)
I hope this is not ignored as its not salt, is valuable feedback. If the person in charge of CGs takes this personally, maybe someone else need to look over what I said.
And I'm sure there will be 'its not that simple' or 'it very complex'... well its shouldn't be, rule one) make it simple... this just means the core system of CGs need reworking, in order to allow more creative content.
Not everyone is going to give you this level of feedback, they will just stop engaging with CGs (and you will wonder why). So, take it on board while your CG are still popular and don't go down the path of 'more of the same'
None political/main story driven CGs. CGs bases on general space happening of a livening galaxy. This will allow for players to work there own stories, not related to some main theme that already has its own path... just saying'.
This means you can drop the CGs in systems that people may call home , and they can get involved in a story that relates to their play.
Note to FDEV
I hope FDEV do look at this, there are some good ideas, if not all to their fancy(related generated mission). I don't want FDEV to turn their noses up, because its not what they had planed... I Put some thought into this, and I watch a lot of private player ED live streams and hear what players are saying... So this is free work I have done, as I love the game. don't make me feel like I've wasted my time.
To none FDEV: No, this is not a demand for features in game... its a suggestion of what I think would improve CGs , so we don't get more of the same. CGs have a lot of potential. Don't expect them to implement exactly what I have listed, but hope it will give them ideas as to how too spice things up.
To none FDEV: No, this is not a demand for features in game... its a suggestion of what I think would improve CGs , so we don't get more of the same. CGs have a lot of potential. Don't expect them to implement exactly what I have listed, but hope it will give them ideas as to how too spice things up.
--------
Atmosphere recovery: (rare GC, but there are a lot of planets that could be hit)
A mass coronal ejection has hit planet X. Efforts underway to repair the atmosphere and infrastructure.
Delivery: Gold, Power Generators, Polymer Capacitors (material)
Combat: Pirate have increase due to relief effort... pew pew!
..if it fails, next cg, evacuation mission, to reduce population load (we don't have dynamic population><, but hay, lets play pretend, for now. New controlling state 'Disaster relief'?)
--------
Incoming asteroid/comet(when added): (very rare GC)
Would be nice ifs player could also visit the rouge body during the CG, maybe have it as a 'HOT' location. Maybe have minable asteroids around it, high in valuable goods?
A large astronomical body has taken a new orbit that will bring it on a collision path of planet X (plant X isn't having a good day
Delivery Data: Delivery astronomical data. As a precautionary measure to look for other such issues throughout the galaxy
Delivery: Hydrogen Fuel, Explosives, isolated antimatter (oh wait.. we don't have that
Optional but not possible(I think): Evacuation missions, you know, take advantage of the passenger content...I know, wild idea to tie that in with a CG.
...and should the CG fail... next CG will be rebuild/relief effort
-----
Charity, free the slaves:
Deliver slaves to station X, so they can have their debts paid by charitable organisations.
Delivery: slaves (think this only works for the imperial slave system), Synthetic Fabrics and Clothing (they may need new clothes
Optional Delivery Data: Relocation options for slaves?
Optional passenger mission: some of them will want to go home
Generated mission during CG: lots of Donation mission (see what I did their? linking in the CG to mission available..just a though - cohesion -)
//with mission generated by a CG, players have the option to do both activities or gives people that are not interested in a CG something worth doing at that location//
population increase (when we have dynamic population) bases on CG outcome.
-----------
A CG I would love to see, but may be to much/too out there
Dyson sphere: just have to look it up is you don't know what it is. (very, very, very... rare GC)
Have it happen around an m dwarf (I guess white dwarfs as well, and neutrons... may be more technically possible/game wise), long term CG (months)... if not complete, then it sits there half done, either to be run again, or become a spooky ruin for pirates and space scum.
What would it become if complete. Well it's bigger than a planet
, and would have huge amount of power. Opportunity for space base docking for bigger than corvette sized ships and mega ships...also science!.
Could be its own sub-main faction, their home world... a people not really interested in building lots of station, just want centralized control.
opportunities down the line;
- unique ship to that location
-Commodity: isolated antimatter (so much energy needed to produce that in any useable mean
-Commodity: stabilised element 115 isotope (for super charge military FSD?)
-Commodity: High temperature superconductors, Meta stable metallic hydrogen.
-Commodity: neutronium .. if star is a neutron start
-so much science: a particle accelerator the sides of a dwaf start!, so maybe cool tech at station?
-new conflict/rez zone. areas on the sphere where you can drop in and get that star wars trench fell
- it would have its own food production, so biowatse would be lovely
**I know this would be a huge technical feat, but FDEV have pulled off extraordinary things before
Have it happen around an m dwarf (I guess white dwarfs as well, and neutrons... may be more technically possible/game wise), long term CG (months)... if not complete, then it sits there half done, either to be run again, or become a spooky ruin for pirates and space scum.
What would it become if complete. Well it's bigger than a planet
Could be its own sub-main faction, their home world... a people not really interested in building lots of station, just want centralized control.
opportunities down the line;
- unique ship to that location
-Commodity: isolated antimatter (so much energy needed to produce that in any useable mean
-Commodity: stabilised element 115 isotope (for super charge military FSD?)
-Commodity: High temperature superconductors, Meta stable metallic hydrogen.
-Commodity: neutronium .. if star is a neutron start
-so much science: a particle accelerator the sides of a dwaf start!, so maybe cool tech at station?
-new conflict/rez zone. areas on the sphere where you can drop in and get that star wars trench fell
- it would have its own food production, so biowatse would be lovely
**I know this would be a huge technical feat, but FDEV have pulled off extraordinary things before
***
A brake down of what we have now (as I have experienced, but I don't do all CGs)
Delayed gratification... not just on about waiting until the CG is over for your reward (30m+ isn't that much always) but how the result of a CG has no immediate effect (I know canonn got there ship fast, read on). Its the way thing are now, people don't like to wait for things to happen.
An example is; a new station being build... what does that really do for the player base in the short term, if at all. It will make some happy, sure, main story followers, people that call that system home. It will allow more things to happen at that location 'in time'...
Another would be Canonn's mega ship (I love it personally, this is not a salty dig, even made a science ship and may get more involved..maybe. where's my hacking module FDEV
). One of the reason that CG did so well, was not to get a mega ship or the story... it was to get the decal, and rewards from pay out, and elevated market prices (them prices look so tacky >< 999,999, maybe have text instead 'Boom demand'?). So, the CG its self, it's story, was just a label for some rewards.... (but it a nice step in the right direct)
...I worry that the people in charge of CGs think 'wow, that CG went great, people love our story lines' ><. some did, canonn is a big community group (so some loyalty oomph) but , like my self, it was a chance to get a decal, and as far as I knew (and many others) it was the only way to get it.
I know if I had the info that, I could get the decal any time, via mission/rep... I would have skipped the CG.
The unauthorised structure at colonia, that was a nice surprise.. something new
So it shows things can be put in place for people to visit, During a CG. It would be nice if such things related better to the CG, as really, all it was , was a temporary 'Rez zone' with a CQC asset. Feels like chump change..
But maybe it's another stepping stone, another foundation for something... well you know the line
It looks like we get a story and then if we are lucky something nailed onto it. unless you know there is a CG on, you would not know something was going on in that system (apart from looking at the mission and seeing there is a CG , spotting the elevated prices... should not be the only sign something interesting is happening).
I can't help but feel that the people in charge of CG (and missions in general) think they are doing a great job as they are really into their own stories (when its rewards driving the CGs)... two problems with that,
1) we don't know the next few step, like they do, so we don't get all excited thinking 'oh, so its gonna go that way'. The writer is having most of the fun when it comes to the stories.
2)CGs aren't an engaging event with a story behind it, but the other way around (minus the engaging story, personal opinion). Its a story, then some activity bolted on, with very little cohesion (nothing really happens till its over, or even a while after its over). CGs are, kill this, deliver that, different story/text.
An example is; a new station being build... what does that really do for the player base in the short term, if at all. It will make some happy, sure, main story followers, people that call that system home. It will allow more things to happen at that location 'in time'...
Another would be Canonn's mega ship (I love it personally, this is not a salty dig, even made a science ship and may get more involved..maybe. where's my hacking module FDEV
...I worry that the people in charge of CGs think 'wow, that CG went great, people love our story lines' ><. some did, canonn is a big community group (so some loyalty oomph) but , like my self, it was a chance to get a decal, and as far as I knew (and many others) it was the only way to get it.
I know if I had the info that, I could get the decal any time, via mission/rep... I would have skipped the CG.
The unauthorised structure at colonia, that was a nice surprise.. something new
But maybe it's another stepping stone, another foundation for something... well you know the line
It looks like we get a story and then if we are lucky something nailed onto it. unless you know there is a CG on, you would not know something was going on in that system (apart from looking at the mission and seeing there is a CG , spotting the elevated prices... should not be the only sign something interesting is happening).
I can't help but feel that the people in charge of CG (and missions in general) think they are doing a great job as they are really into their own stories (when its rewards driving the CGs)... two problems with that,
1) we don't know the next few step, like they do, so we don't get all excited thinking 'oh, so its gonna go that way'. The writer is having most of the fun when it comes to the stories.
2)CGs aren't an engaging event with a story behind it, but the other way around (minus the engaging story, personal opinion). Its a story, then some activity bolted on, with very little cohesion (nothing really happens till its over, or even a while after its over). CGs are, kill this, deliver that, different story/text.
I hope this is not ignored as its not salt, is valuable feedback. If the person in charge of CGs takes this personally, maybe someone else need to look over what I said.
And I'm sure there will be 'its not that simple' or 'it very complex'... well its shouldn't be, rule one) make it simple... this just means the core system of CGs need reworking, in order to allow more creative content.
Not everyone is going to give you this level of feedback, they will just stop engaging with CGs (and you will wonder why). So, take it on board while your CG are still popular and don't go down the path of 'more of the same'