This Interstellar Initiative is not really "Exciting"

The only thing that really got my goat about this was the kangaroo-court-esque way the scythe of panem was dealt with (the unbelieveability that a group of pot growers would have the resources to pull off something of this magnitude), and that there wasn't an opportunity to legitimately fight on their behalf.

I particularly like the current trade CGs.. they have high tier 1 requirements and low source avilability, which gives them a real feeling that there could be failure. I honestly have to tell FD they did a good job on these. 👍
 
Previous ones have been better for sure.

Hopefully this isn't the level future II's will be - however, there were several half decent CG's early on too...
 
3 trade CG's and 1 Combat CG in Combat Zones only:
  • Use of in-game existing assets (low)
  • Player engagement (boring and repetitive)
  • Rewards (poor)
Is that all? (n)

100% agree. This one feels like any other community goal.

So many ingame things you could use.

High G planetary bases?
Use Data missions so we can use small ships and not have to basically use the biggest cargo carriers?
Steal specific cargo from megaships?
Thargoids around a station so you have abit of risk trying to dock?

I could probably name more interesting ways to spice it up, feel free to ask FD.
 
Back
Top Bottom