COMPLETED CG Colonia Bridge Project Phase Four, Week 2 - Colonia (Trade)

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Hmmmm... I wonder if the top 10 commanders still get mentioned in the dispatches ... errr ... tourist beacon(s).
Tier 0 results in failure, so no prizes are issued at all. people get ZIP as the automated scripts never trigger to make the list of commanders names ...
The bigger issue is No lights should be offered as its a failed, tier 1 was not reached so no commander list was made by the non active script...
 
Tier 0 results in failure, so no prizes are issued at all. people get ZIP as the automated scripts never trigger to make the list of commanders names ...
The bigger issue is No lights should be offered as its a failed, tier 1 was not reached so no commander list was made by the non active script...
This isn't how it has worked in the previous competitive CGs (e.g. the NMLA ones) where the losing side failed to get to T1 - module rewards were still handed out then.

Whether it does this time or not, of course, I guess we'll find out soon.
 
Tier 0 results in failure, so no prizes are issued at all. people get ZIP as the automated scripts never trigger to make the list of commanders names ...
The bigger issue is No lights should be offered as its a failed, tier 1 was not reached so no commander list was made by the non active script...
Bah! So no reward for my Viagra Express? :mad:
 
Want to comment here that despite CG failure I had fun playing ED again, tried different approach after my first unpleasant find about stocks and it worked well ... however despite it I think that there really should be used at least little more thoroughfull planning from Frontier side @Paul_Crowther @Bruce G how to set tiers for community goals in Colonia region considering amount of resources which is locally available. There is not needed use boring gameplay when one just stay docked on port for 10 min while doing things outside of the game for local restock, but flying through 2-4 ports for load medium size vessel needs MUCH more time. Either consider change of limits or give more time. Personally I support latter and it was already suggested here on forums.
 
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So, that regeneration estimate seemed to be good, but what led you to believe we could possibly triple that? Has that happened before in other low-supply CGs?
Yes - Colonia Bridge Phase 3 the amount retrievable through normal market operation would have been about 1 million tonnes, the target was 3 million tonnes, the actual amount handed in was 5.7 million tonnes.

There's no upper limit on how much the zero-supply glitch can generate. If a station has a 10-minute regeneration of 10t, and 1000 people show up to take it, then that's 10,000t towards the CG, and they can all come back ten minutes later and do the same again - because supply (unlike demand) can't go negative, once it hits zero you're no longer competing with other players for that tonnage.

But it does require massive participation, which see next comment.

Loss partly due to initial overconfidence from the serious players who hang out here?
Probably not - I wasn't at all confident about getting beyond 500k! I think it's the just the psychology of it. In Phase 3, the 10-minute regeneration was a couple of hundred tonnes a cycle at the best locations, so it didn't take long at all to fill a medium ship, and even a large pad ship could be loaded up in 30 minutes with optimal play.

Combine that with 1400 players wanting to do their bit to get superpowered FSDs and that's a huge amount of extra tonnage.

This one combined 10-minute regeneration levels of maybe a few tens of tonnes, with the best supplies being on medium pads only, with a fairly minor global and personal reward. ~400 people is comparable participation with phase 4A; the amount delivered is also comparable given the relative stock/regeneration levels.

Do Frontier look deeply at market availability, so this was deliberately intended as a likely-to-fail, or do they not calculate that hard?
I don't think it was deliberately intended, I think it's just that these are the first Colonia trade CGs in several years and they need to get their calibration in.

In the bubble they can pick almost any combination of three commodities, and the supply cap will not be the limiting factor. The bubble has over three thousand times the supplies of Colonia - but only ~20 times the CG haulers. So it'll run out the nearby stations, but in the bubble there's always more.

So phases 1-3 used the same commodities (Ceramic Composites as the bulk option).
- phases 1 and 2 finished extremely early, as while their targets weren't unreasonable for Colonia 2017, the number of players in the region, their access to bulk haulers, and the region's economy have grown considerably
- phase 3 they set a more reasonable modern-day target and we beat it through a combination of approaches, including heavy use of the zero-supply rule to massively boost effective regeneration

Phase 4A then switched commodities around, but had Coffee as a decent bulk option and the other two were okay as well. The tier targets were set to trivial, but we hauled about 2 million tonnes anyway.

Phase 4B they seem to have taken the 4A totals as a reasonable calibration of the tier targets - 1M and 1.75M would have been fine in 4A - but not realised that unlike the bubble if you pick three low-supply commodities it's not just based on the number of haulers.

We'll see what happens in phase 4C - regardless of the target setting, it is nice that Colonia trade CGs aren't all like each other.
 
Dude... a little tact please 😅
It is tactful... you dont actualy get the items added to the Livery any more via automatic release you now have to actualy land at station and click the complete CG button. the dam things would not unlock with out sitting at the station and pressing complete CG button...
This is crap normally you get them unlocked no matter were you are, flying to the CG station sucks... ;) second time had to do this. 👎
Decals refused to unlock with out landing at the station 👎.
 
So the efforts invested in Colonia 4-2 CG to get the lights were worthless, because it was not possible (without Carrier Loads from the Bubble) to reach Tier 1?
 
So the efforts invested in Colonia 4-2 CG to get the lights were worthless, because it was not possible (without Carrier Loads from the Bubble) to reach Tier 1?
As Brewer Corporation are saying they did actually manage to kit out the station at the Colonia end with our supplies, I think that means they're legally required to cough up. (Else we'll just have to start a combat CG to force them to pay up!)
 
Only recently started doing the CG in Colonia and enjoyed them apart from the last one that just failed. That one was never going to be successful. I think the Colonia ones are set too high given the number of participants in the bubble vs those in Colonia looking at Inara. Might give this next one a miss too as even tho supplies are initially not too bad players will be scratching around again towards the end.
 

Flossy

Volunteer Moderator
Someone had too much faith in our trucking ability! :LOL:

Your allowed to say they never wrote a losing Galnet topic lol. Go on...
LOL, OK - they never wrote a losing Galnet topic! 😂 They obviously didn't realise how dire things were in Colonia - though I did keep saying so - and fully expected the CG to be successful. I was in Top 25% too, so a complete waste of time - especially with no cockpit lights either! I just hope this week's CG is more doable.
 

Bruce G

B
Want to comment here that despite CG failure I had fun playing ED again, tried different approach after my first unpleasant find about stocks and it worked well ... however despite it I think that there really should be used at least little more thoroughfull planning from Frontier side @Paul_Crowther @Bruce G how to set tiers for community goals in Colonia region considering amount of resources which is locally available. There is not needed use boring gameplay when one just stay docked on port for 10 min while doing things outside of the game for local restock, but flying through 2-4 ports for load medium size vessel needs MUCH more time. Either consider change of limits or give more time. Personally I support latter and it was already suggested here on forums.
Thanks for the feedback - setting the tier thresholds is a constant balancing act for the design team!
 
Serious question for Colonians before the next trade CG drop if I may?

I've run a carrier of TCU up for the FSD CG and was a little surprised not only by the cost of trit for trip but also the roughly 30 hours it took to make there and back. Not even considering the time sink it took somewhere between 700 to 800 million to finance the trip (haulers used for loading).

So from a straight cost of import perspective, would Colonia CMDRs even want a carrier of with 16,000 units if they were being sold at 50-55K per unit.
(aka, no profit for the carrier)


F and o7 to the nearly 400 CMDRs that were working the Colonia CG. I hope each and everyone one of you get the lights.
Absolutely, that would be very welcome! If you can post in the thread so we know where the FC is at I'll definitely help you to unload it. I can pretty much promise to shift at least half of your 16000 units, probably more. To be honest I wouldn't mind if you sold your stock at some profit - I'm not in it for profit, so just as long as I don't lose too much money on it I'm game!
 
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