I wish that the CG templates allowed each requested material to be accounted and shown separately. Then, as each individual material reaches higher levels tiers, it's payout/value would drop a bit, shifting the profit focus to the next in line. Plus, for the goal to succeed, you'd need to have all requested commodities delivered to the same tier level.
This would allow mass haulage of the purchased commodities, with the requested tonnage in the millions for the top tier. But for the rare or low quantity items, the requested quantities could be far lower, making a contribution of just 3 to 10 units as important as hauling 1000 units of the purchases commodities.
With Palin's CG, I did consider heading out and trying to collect a few of the Thargoid materials to contribute. But then I must realize that this CG and it's progress appears to be about quantity, which mandates focus on the purchased commodities, to gain those Global Rewards.
An by the way... Regarding the supply/demand around CGs...
It's been months since I did a cargo CG, but I specifically remember my sources beginning to dry up, making me have to shop around for a new source. But in the last 2 cargo CGs I've done, it seems like all the sources have an infinite fixed supply? Did the dynamic production and supply aspect get removed somewhere along the way? Or is Frontier now manually fixing to allow 100% supply all the time?
I hope they aren't fixing supply, having to shop around was one of the few things that added interest and realism to doing the cargo CG runs, IMO.
Yep,
That's
exactly the sort of thing I'd like to see implemented, although I can see how it'd probably require quite a bit of work to make it happen and get it all working properly.
Basically, in
any CG, there'd be a requirement for, say, items A, B and C.
Initially they might all have equal importance (or not, depending on the circumstances of the CG) and the only concern would be hauling the item which generates the larges profit.
But then, after everybody had decided to haul Item B, the CGs requirement would be met and the profit would drop and you'd have to swap to items A or C instead.
Added to which, the CG wouldn't actually progress in a linear manner unless
all the items were being provided sufficiently.
After all, if you need items A, B and C to built, perhaps, a space-station and all you get are items A and B, it shouldn't matter
how many of those things you get (beyond your actual requirements) because your station isn't going to get built until you get enough of item C as well.
In the case of these CGs, for example, ideally it'd be nice if providing millions of tonnes of regular commodities could only get the CG up to, say, level 2 or 3 and it'd require a couple of
thousand tonnes of Alien doodads to get it the rest of the way - and the selling prices for the respective items should reflect that.