For context Following on from This thread among many other similar types.
At the moment the only risk in a CG is pretty much if your playing in open and the odd NPC interdiction, CG's are pretty much guaranteed to complete, there is no way to really oppose them other than in Open Mode by attacking, or disrupting game play through whatever creative method players come up with at the time.
CG's need a way for both sides to have a meaningful chance of succeeding, at the moment bcs of the three different game modes (PG SOLO OPEN) A delivery CG can be completed without even any chance for opposition to have an impact as we can drop in to PG or Solo.
What I would personally love to see is the Risk from NPC's in a delivery CG increase dramatically, with a balanced increase in rewards this way there is a chance there will be an impact on the deliveries coming to a CG, and will allow for smuggling tactics etc to come into play. At the moment the only challenge is who has the biggest cargo capacity and free time to get as many credits as possible from the CG Bonuses.
IF FDEV cant tweak the NPC ship numbers, then have a delivery goal on the same station that offers the same chance to block the other one completing, this will make for more of a challenge, maybe a smuggling one much higher risk but needs a % less delivery tonnage wise to succeed, and offers better rewards this way the risk and potential payout would be worth it.
Imagine this type of scenario, a local faction wants to upgrade their station so asks for X,Y,Z to be delivered. The Opposing one wants to subvert that in someway and asks for battle weapons, or some other illegal goods to be delivered so that they can fight the local faction.
If the local faction wins they get the upgrade, if the opposing one wins then there is no upgrade and the station goes into lockdown and a civil war state. Now you can have a follow on with a combat based CG and have some form of meaningful Storyline attached to a CG and a way that both sides can interact in someway to have an impact.
Just my humble 0.2c
At the moment the only risk in a CG is pretty much if your playing in open and the odd NPC interdiction, CG's are pretty much guaranteed to complete, there is no way to really oppose them other than in Open Mode by attacking, or disrupting game play through whatever creative method players come up with at the time.
CG's need a way for both sides to have a meaningful chance of succeeding, at the moment bcs of the three different game modes (PG SOLO OPEN) A delivery CG can be completed without even any chance for opposition to have an impact as we can drop in to PG or Solo.
What I would personally love to see is the Risk from NPC's in a delivery CG increase dramatically, with a balanced increase in rewards this way there is a chance there will be an impact on the deliveries coming to a CG, and will allow for smuggling tactics etc to come into play. At the moment the only challenge is who has the biggest cargo capacity and free time to get as many credits as possible from the CG Bonuses.
IF FDEV cant tweak the NPC ship numbers, then have a delivery goal on the same station that offers the same chance to block the other one completing, this will make for more of a challenge, maybe a smuggling one much higher risk but needs a % less delivery tonnage wise to succeed, and offers better rewards this way the risk and potential payout would be worth it.
Imagine this type of scenario, a local faction wants to upgrade their station so asks for X,Y,Z to be delivered. The Opposing one wants to subvert that in someway and asks for battle weapons, or some other illegal goods to be delivered so that they can fight the local faction.
If the local faction wins they get the upgrade, if the opposing one wins then there is no upgrade and the station goes into lockdown and a civil war state. Now you can have a follow on with a combat based CG and have some form of meaningful Storyline attached to a CG and a way that both sides can interact in someway to have an impact.
Just my humble 0.2c