Which is the players choice to be out of the inhabited bubble, its not the fault of the CG.
I never suggested it was the fault of the CG.
Which is the players choice to be out of the inhabited bubble, its not the fault of the CG.
I don't have any issue with players not being able to participate in every CG, some CGs just not holding appeal for some, or not everyone being able to achieve the top reward.
However, these kinds of rewards aren't a trend I find to be positive. They should be leveling the playing field by removing/converting legacy modules, rather than introducing new ones.
I'm not sure if this is still true, but some people carried over overpowered weapons from the alpha into live.
They removed all the old variant weapons (overcharged, high-impact, focused, low heat) shortly before they introduced Engineers...or was it Horizons.
I'm an explorer and I don't feel kicked at all.Man, talk about a kick at explorers.
I mean, it's a nice item, and I'd probably go for it if I was in the area, but it's only another ~3 LY range on a standard build, or maybe ~6 LY on an exploration build. I'm not sure you could use it to get a DBX/Phantom/AspX to exceed the ranges already possible for an Anaconda, for example.So, with these new CGs, now you can get a single class 5 FSD that'll have both the Increased Range and the Faster Boot Sequence blueprints applied. The latter is mostly useless, but it does come with a 15% increase to Optimal Mass. Which means that with this CG, explorers could get a better FSD than they normally could... if they made it to the top 25% via either hauling or anti-xeno combat, two activities which would both be unenjoyable grind for them, and because of the threshold, a lot of it too. Plus they'd have to compete with dedicated traders / AX fighters, who wouldn't be getting as much use out of these FSDs as they would anyway.
Though it's not as if an exploration CG would be exciting either - honk, jump, don't stop to scan being the optimal strategy.if they made it to the top 25% via either hauling or anti-xeno combat, two activities which would both be unenjoyable grind for them
Everyone uses an FSD and everyone benefits from longer range, so it's hardly an exploration-specific reward, I'd say. It's probably more useful for fairly heavy in-bubble ships to cut one jump off a trade/mission route.Although honestly, personally I'd rather you didn't offer such rewards, or if these double-engineered rewards will be a thing, then I hope in Odyssey we'll have a chance to make these on our own too. Handing out event-exclusive overpowered rewards in an MMO is generally not considered to be a good move. (Worse, unlike the missiles back then, which few people use anyway, everyone uses an FSD.) But well, what's done is done.
I suspect the whole point of that is to make it something which you actually have to work for. The missiles were a first-of-kind highly experimental CG reward ... we shouldn't expect Frontier to keep doing exactly the same thing the next time, since they'll be experimenting with what works and what doesn't. The last CG had special individual rewards at 75%, 25% and top 10.We can agree on that. So when the double-engineered missiles were for the top 75%, why is the double-engineered module only for the top 25% this time around?
It does make the grandfathered modules harder to argue against, even the ones which - unlike these rewards - are substantially better than anything possible now.I don't have any issue with players not being able to participate in every CG, some CGs just not holding appeal for some, or not everyone being able to achieve the top reward.
However, these kinds of rewards aren't a trend I find to be positive. They should be leveling the playing field by removing/converting legacy modules, rather than introducing new ones.
However, these kinds of rewards aren't a trend I find to be positive. They should be leveling the playing field by removing/converting legacy modules, rather than introducing new ones.
Though it's not as if an exploration CG would be exciting either - honk, jump, don't stop to scan being the optimal strategy.
I like exploring. The closest I've come to ever quitting the game entirely was after burning myself out on an early exploration CG - I'd far rather do a trade one!
And much more suited to a CG in just under 5 months time.That would be hilarious![]()
For an exploration CG you don't even need to honk or open the FSS - the passive scan of the star as you jump past counts as "one system" exactly the same as fully mapping a hundred-body system. They've been terrible for years, which is why they very rarely happen.That part is really baffling. The payout for mapping planets doesn't come even close to the time spent from FSS versus all the SC distances involved to get in range to DSS.
Well, or it'll get a lot more people into AX combat, plus there's the option to trade instead which is even easier to get a ship for, plus after the last CG which some of the big AX squadrons suggested not doing there are a lot more people with AX ships around, too.However, this time around, we have an unobtainable and overpowered module, and the top 25% for AX pretty much ensures that it'll go to AX squadrons only.
OooohhhhhAlso worth mentioning - don't both CGs have this as a reward?
You could get 2 if so.
I'm interested - from a distance - to see what affect it does have on CG participation.
Nice! Cut it off beforehandI'm an explorer and I don't feel kicked at all.
(a TRUE Explorer, mind you)