Community Goals are a hot topic, but in this thread I don't want to talk about the failings of CGs or what is wrong with them as such (there is a great constructive feedback CG thread here: https://forums.frontier.co.uk/showt...-content-delivery-and-story-progression-tools). Instead what I want to post here are ideas for improving CGs.
Trade and Combat CGs have been following the same template for pretty much years now, and that same template has been extended to the Thargoid story. Looking around the Internet (these forums, Reddit and YouTube - it is very clear there is growing dissatisfaction with that). There are a lot of reasons for that and some people will disagree with the way those sentiments are expressed. However, I think we can all agree that Community Goals for the Thargoid story (and in general perhaps) could be improved.
Creating content in Elite takes a lot of time and work for Frontier. So any changes to CGs would ideally need to use existing game assets and mechanics so that Frontier can make quick and easy changes (I'm not a game dev. but I assume if the mechanics and assests already exist in the game, then it's easier to achieve than creating new assets and mechanics).
With that in mind - I was looking at the feedback and contribution numbers for recent Thargoid CGs and it seems the one people were most interested in was the Search and Rescue CG. I suspect a major reason for this is because it achieved two main things:
In short then, it carried people to locations where they could actively feel the affects of the Thargoids, allowed them to see the destroyed megaships and capital ships. It made use of assets and mechanics that are already in the game.
So the thing is, there are a ton of assets in the game that are underused. For example, the Thargoid bases, which took likely took many months to design and implement. However they are not used. The megaships and generation ships are merely sightseeing locations. The INRA bases are the same. None of these are used, and keeping them as mere "locations to visit" is - in my opinion - a complete waste of a game asset. It's even worse with the Military, Scientific and Civilian bases, as these currently serve no purpose at all.
So, if the ideal CG aligns with personal goals (making credits for example) and community goals (global objectives) - then it makes sense to use this to the fullest:
Possible CG ideas that use existing (underused) assets and locations:
Some of these have already been done in the past, which proves they are achievable, and many more variations could be created. These serve multiple functions, they make CGs varied and interesting, they make better use of great locations, they encourage people to visit old and new locations (rather than just sightseeing via YouTube and forums).
So, anyone have other thoughts and ideas on this?
Trade and Combat CGs have been following the same template for pretty much years now, and that same template has been extended to the Thargoid story. Looking around the Internet (these forums, Reddit and YouTube - it is very clear there is growing dissatisfaction with that). There are a lot of reasons for that and some people will disagree with the way those sentiments are expressed. However, I think we can all agree that Community Goals for the Thargoid story (and in general perhaps) could be improved.
Creating content in Elite takes a lot of time and work for Frontier. So any changes to CGs would ideally need to use existing game assets and mechanics so that Frontier can make quick and easy changes (I'm not a game dev. but I assume if the mechanics and assests already exist in the game, then it's easier to achieve than creating new assets and mechanics).
With that in mind - I was looking at the feedback and contribution numbers for recent Thargoid CGs and it seems the one people were most interested in was the Search and Rescue CG. I suspect a major reason for this is because it achieved two main things:
- It aligned with personal goals, allowing people to make plenty of credits.
- It aligned with community goals, achieving a global objective in an interesting location.
In short then, it carried people to locations where they could actively feel the affects of the Thargoids, allowed them to see the destroyed megaships and capital ships. It made use of assets and mechanics that are already in the game.
So the thing is, there are a ton of assets in the game that are underused. For example, the Thargoid bases, which took likely took many months to design and implement. However they are not used. The megaships and generation ships are merely sightseeing locations. The INRA bases are the same. None of these are used, and keeping them as mere "locations to visit" is - in my opinion - a complete waste of a game asset. It's even worse with the Military, Scientific and Civilian bases, as these currently serve no purpose at all.
So, if the ideal CG aligns with personal goals (making credits for example) and community goals (global objectives) - then it makes sense to use this to the fullest:
Possible CG ideas that use existing (underused) assets and locations:
- Rescue people from destroyed capital ships
- Search for salvage at Thargoid bases
- Scan the INRA bases to learn secrets
- Scan the defense data at the Military / Science Bases
- Identify what happened at the crashed Thargoid sites
- Explore the Thargoid Scout Site
- Gather data from Cmdr Jameson's crashed ship
Some of these have already been done in the past, which proves they are achievable, and many more variations could be created. These serve multiple functions, they make CGs varied and interesting, they make better use of great locations, they encourage people to visit old and new locations (rather than just sightseeing via YouTube and forums).
So, anyone have other thoughts and ideas on this?
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