How about ...an exploration CG

No, not a CG that just has you hand in any old exploration data.

This would only reward people for first find of ammonia worlds - ..with the reasoning in lore being that the CG is being financed by government bodies wanting to research thargoids and so are looking for any evidence of planets they may inhabit since it's presumed they are ammonia based beings.

Only first discoverer ammonia worlds would be accepted and they must be turned in to the CG stations (1 will be in colonia, and 1 in the bubble)

This would run for 1 week. The reward for each submission would be tripled for all participants (all other exploration data handed in is normal) . The top 1% would get a specially engineered sensor module and life support module (available in all sizes) that has the weight of a class D but the integrity and range of a class A. The top 25% would get a sensor module and life support module that has D mass, but C integrity and range. top to 50% would also (or only) get a credit bonus award that is dependent on a percentage of the total participation of the event.


something like that would be kinda interesting to see how it would work out. Considering nobody can share what they're doing with anyone else and finding such planets is not something you can min-max your way to victory.
 
The problem with such a CG would be the amount of RNG, even if you're cherrypicking systems for AWs (if that's even possible, I know it works for ELWs afaik but I never looked into it much, it's not my style of exploration).

And locking some unique rewards behind a CG that's based on luck so much ? No, please god no.
 
there would be no goal. It would just run for the time period and at the end, the percentages involved would be determined based on the participation. if 6 people are the only ones who participate, then they get split by quantity and the prizes assigned.


As for luck, no this isn't RNG. The planets and such are fixed. What's random is how likely it is the system you're going to is going to actually have such a planet since there aren't many identifiers to tell you as a player if a given system will have such a planet or not with any certainty. Plus, there is the competition aspect, where other players can snipe your planet...so strategy involved in how many you collect before returning to the system ...or how far away you go to try and avoid having to make any return trips.

But that's what the exploration role is. It's a half implemented pseudo-role in the game. To players who dont explore, this may feel like a really bad CG. But this CG isn't for them. This CG is for explorers and this actually creates a justification for their activity that doesn't normally exist. The game ordinarily never cares what you find or where you find it out in space. It converts everything to worthless credits and nothing about what you explored matters. This CG is an opportunity to make what you are exploring matter.

The point isn't to suggest updating exploration so it's an actual role involving real gameplay loops ...it's a way to leverage the existing role to create at least a temporary instance of that role actually mattering.

And it's not about luck. It's about like what most CG's are about. How much game time can you afford to grind? That's all that will determine the winners from the losers in this CG (assuming you know the basics of which star systems would likely have such a planet). No different from any other CG - except you can't space truck your way to quickly min-maxing yourself into a winning tier with this one.
 
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If it's first finds then yes it is RNG. The systems aren't generated till someone visits.
you dont know how the stellar forge works. Nothing about the planets, stars, asteroids are RNG except certain POI's.

Simply generating something on-demand doesn't make it random. The fact that it's first find only just eliminates the ability to crowd source your data and it introduces strategy in where you spend your time exploring.
 
I think it's a good idea; I'd be in favor of any similar exploration CG that was actually, y,know, exploring to find undiscovered things instead of just grinding your way down a road to riches list.
 
No thank you. Not even without a unique reward (FOMO sucks anyway). There are explorers out there that hadn't come back to the bubble in years. They would have an unfair advantage.
 
No thank you. Not even without a unique reward (FOMO sucks anyway). There are explorers out there that hadn't come back to the bubble in years. They would have an unfair advantage.

Yeah, but how many of them ? Sure, they would be guaranteed to get the top 10, but it wouldn't have much of an impact on lower tiers.
That's IF they even come back, I'm inclined to think someone who's been out for so much time, missing every CG, probably wouldn't.

As far as"unfair" advantages or "excluding parts of the community", it's no different that how current CGs work.
You're an explorer ? Too bad, no CGs for you (unless you can neutron boost for hours, every week, just to get back)
Trade CG and "new" players with no Type 9s/Cutters ? Good luck reaching the higher tiers.
Combat CG and players with no engineered combat ships ? Same, and have fun with the rebuys.
And that's not even bringing the time required. In short, CGs will ALWAYS exclude at least some people.

Plus explorer are basically screwed in every single CG that has ever happened so having ONE, or one once in a while, where they'll have an advantage doing what they love is not what I'd call "unfair".


I don't even disagree with the OP basic premise, "exploration" CGs in their current form being nothing more than a mindless, meaningless Road to Riches grind.
Matter of fact, the first (and only) one I've done was the one last year (iirc the one that rewarded the double engineered DSS) was a big disappointment and iirc I made that clear in the forums thread back then.
Tbh, it's mostly the part about locking "unique" modules behind the CG that I dislike, but that's true for other CGs too.

I don't know, maybe make a real exploration CGs but collaborative instead of competitive ?
If there's an unique module reward, give it to everyone, but make the goal to succeed hard to reach. And give something nice but with no gameplay impact to the higher tiers, ie nice unique decals/paint/bobblehead/etc or something like that.
 
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