I'm gonna use "Expanding the Federal Fleet" as an example as this was my first CG.
1. Scale rewards vs profit
I used a Cutter with 720 cargo space and made about 70k profit selling computer components each time, in comparison I can make about 2.15 million profit selling Palladium with 720 cargo (takes me about 5-10 minutes).
I realised during that first evening that the only reason for me to participate when there was little to no profit or incentive, was to get top 1 commander. Not because of the credit reward mind you, but because the top player got to name the ship (as I understood it). It was the ONLY interesting reward. However this would probably require an insane grind to achieve, and I had no idea how much the top player had collected.
I did one night of runs (16 x 720) and got top 10%, which got me 2.4 million credits as a reward. And I earned about 1.5 million in trade profits, this leaves me with about 4 million credits for a couple hours grind.
Now you tell me why I should spend 5-6 hours grinding for 4 million, when I can trade for 10-20 minutes to get the same 4 million.
If I would have spent the same time doing my normal trade route, I would have made:
6 x 3 = 18 trips
2.15 * 18 = 38.7 million
This is 10x more.
And this is a very conservative estimate.
If you make pretty much 0 from trading for 50 hours, the top commander at tier 8 should be rewarded 150 million, and the top 5% around 50 million. If the grind is WORSE then getting to rank 5 in powerplay, it ought to pay a little better then it does now.
However if you make boat loads of money on trading off the CG, maybe the rewards can be more modest and looked upon as a bonus at the end.
2. More interesting rewards
If you want people to invest xx amount of hours in a CG, you need to make the top tier rewards much more interesting. Ideas for more interesting top tier rewards I can think of are:
Ships
Paintjobs
In game extras (bobbleheads, alphabet)
Modules
For example, a bounty hunting CG which has reached tier 8 might award the top player a Fer De Lance (or other combat ship of your choosing).
A trade CG might award the top 3 players a nice trading ship each.
An exploration CG might award the top 5 an exploration ship each.
If you want to add really interesting awards, add unique rewards. You don't have to do this for every CG, but the bigger ones.
Maybe the top commander gets rewarded with a ship that has a unique, one of a kind paint job at tier 8.
Another idea is to reward players with unique modules, an example is at tier 8 the top commander reward for a exploration CG is a FSD with 7% extra jump range (or an exploration ship with 7% extra jump range).
A bounty hunting CG might reward a player with a power distributor that recharges weapons 5% faster.
Custom ship names, what smuggler wouldn't want to win an asp explorer named The Millennium Falcon? (Jokes aside, you can probably think of some interesting names for ships).
3. More global rewards
For example, reward the top 50%, 75%, or ALL players with a cobra paint job when the CG reaches max tier. Reward EVERYONE with a bonus 5 million if they reach the max tier, the aim is to attract more players, work together and complete the CG.
4. Rankings
Show us a list of rankings, either during or after. How much did the top commander collect, how much did I collect and what was my place? 2nd, 52nd? All I know is I'm in the top 5%.
5. Tier reward previews
I'm not sure how this works now, but if you want people to join and contribute to the CG, tempt them with sneak peaks of higher tier rewards. If you get a glimpse of the next tier reward and find it interesting, you get curious as to what the next tier reward preview will show. This will incentivise people to push for the next tier.
EDIT: formatting errors from copy paste
1. Scale rewards vs profit
I used a Cutter with 720 cargo space and made about 70k profit selling computer components each time, in comparison I can make about 2.15 million profit selling Palladium with 720 cargo (takes me about 5-10 minutes).
I realised during that first evening that the only reason for me to participate when there was little to no profit or incentive, was to get top 1 commander. Not because of the credit reward mind you, but because the top player got to name the ship (as I understood it). It was the ONLY interesting reward. However this would probably require an insane grind to achieve, and I had no idea how much the top player had collected.
I did one night of runs (16 x 720) and got top 10%, which got me 2.4 million credits as a reward. And I earned about 1.5 million in trade profits, this leaves me with about 4 million credits for a couple hours grind.
Now you tell me why I should spend 5-6 hours grinding for 4 million, when I can trade for 10-20 minutes to get the same 4 million.
If I would have spent the same time doing my normal trade route, I would have made:
6 x 3 = 18 trips
2.15 * 18 = 38.7 million
This is 10x more.
And this is a very conservative estimate.
If you make pretty much 0 from trading for 50 hours, the top commander at tier 8 should be rewarded 150 million, and the top 5% around 50 million. If the grind is WORSE then getting to rank 5 in powerplay, it ought to pay a little better then it does now.
However if you make boat loads of money on trading off the CG, maybe the rewards can be more modest and looked upon as a bonus at the end.
2. More interesting rewards
If you want people to invest xx amount of hours in a CG, you need to make the top tier rewards much more interesting. Ideas for more interesting top tier rewards I can think of are:
Ships
Paintjobs
In game extras (bobbleheads, alphabet)
Modules
For example, a bounty hunting CG which has reached tier 8 might award the top player a Fer De Lance (or other combat ship of your choosing).
A trade CG might award the top 3 players a nice trading ship each.
An exploration CG might award the top 5 an exploration ship each.
If you want to add really interesting awards, add unique rewards. You don't have to do this for every CG, but the bigger ones.
Maybe the top commander gets rewarded with a ship that has a unique, one of a kind paint job at tier 8.
Another idea is to reward players with unique modules, an example is at tier 8 the top commander reward for a exploration CG is a FSD with 7% extra jump range (or an exploration ship with 7% extra jump range).
A bounty hunting CG might reward a player with a power distributor that recharges weapons 5% faster.
Custom ship names, what smuggler wouldn't want to win an asp explorer named The Millennium Falcon? (Jokes aside, you can probably think of some interesting names for ships).
3. More global rewards
For example, reward the top 50%, 75%, or ALL players with a cobra paint job when the CG reaches max tier. Reward EVERYONE with a bonus 5 million if they reach the max tier, the aim is to attract more players, work together and complete the CG.
4. Rankings
Show us a list of rankings, either during or after. How much did the top commander collect, how much did I collect and what was my place? 2nd, 52nd? All I know is I'm in the top 5%.
5. Tier reward previews
I'm not sure how this works now, but if you want people to join and contribute to the CG, tempt them with sneak peaks of higher tier rewards. If you get a glimpse of the next tier reward and find it interesting, you get curious as to what the next tier reward preview will show. This will incentivise people to push for the next tier.
EDIT: formatting errors from copy paste
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