CG Format needs to change or be tweaked to make it more of a challenge.

I would prefer the BGS accounting for some IRL reaction, the problem with this, is you would have a lot of butt-hurt pirates etc who are no longer almost ignored by system authority so have to ply their trade elsewhere and definitely not in such proximity to a station or a the major shipping lane that leads to that station, and as for sneaking into through the single small well-lit entranceway without being seen or identified, that just would not happen in any state of heightened security.
 
Not everything players are trying to accomplish together needs to be able to be opposed. As the name suggests, CGs are goals for the community to work towards. They're cooperative events.

The exception is of course CGs which have an opposing CG running at the same time. In that case, you can oppose the other side by working towards competing the CG dedicated to your side.
 
So let me get this straight. You want to make it challenging (your word) or harder ( my word) for those doing CG's? Like finding a commodity source in decent range and making the jumps to do it are not enough? Now you want more and vicious AI to harasses us too? Well, my opinion is no. For those wanting this go to open or stay in open and enjoy the opposition.

Chief
 
CG's are really just another reason to do the same things you already do in the game... only it's labeled "Community Goal" and you make extra money. yay...
 

Deleted member 38366

D
That is a bit of a stretch with our system. Wouldn't the 'risk' level just boil over into open, and just pitch the scales again? In the end, I'm not in favor of tying the modes together. Open doesn't have some claim over the other modes, open is just another choice you get to make as you play.

No, as principally Open would be the defining benchmark, not the way around. Hence, the Open-centric approach.
Open isn't affected, all other Modes are.

As it's clearly the most risky mode for CGs, I'd deem that a valid mechanic - keeping in mind the discussion solely revolved about possible ways to somewhat equalize the Risk vs. Reward patterns across different Modes.
Outside of CG's, I'd fully agree that one Mode shouldn't dominate all others, so limiting this suggested machanic purely to CG Systems would be recommended.

And how far this mirroring was to go would still be 100% under control by Frontier at all times.
It's a touchy subject of course and hence remains debatable. But AFAIK Frontier in the past already considered acknowledging the different risk patterns when it comes to CGs vs. Mode used.
 
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When they had competing CG's the Imperials out there, damn their eyes, complained that they never could beat the Feds

That was in fact true; however...

It is never ending, someone will always be put out about something.

...so is that.

One of the biggest issues with CGs like that used to be the double dippers who would sign up and deliver goods/bounties/whatever for both sides, have a look which one seemed to be winning three days in and then only play for that one for the remaining time to bump the tiers up and increase their reward.

Personally I don't think players should be able to sign up to both sides on a straight competitive CG, trouble is even something as seemingly simple as that would not be supported by some players whose personal role-play requires them to be playing one side off against the other, or indeed who are just flat-out mercenaries who have no underlying loyalty to any faction and are happy to take credits from anybody and everybody.

That's an argument for not locking every competitive CG to single faction sign-ups but if the game mechanics can support it I would be happy to see some locked like that, which would at least provide direct competition of a kind for players who want that. Nothing is going to change about being able to play them in solo and private group though because no matter how much some people don't like to hear this, people who play in those two modes are part of the community. The 'community' in question is Elite Dangerous players, not the subset of them who only play the game in open.
 
You misunderstood.

The difference is what Picture and Action (risk) is presented to all other Modes via NPC actions. Thus, it can be very easily done.

It's not a "live mirror" where actual (happening) Interdictions in Open were somehow to be mirrored into other modes, as this is indeed not possible nor desired.

NPC actions in Solo/Group modes would simply reflect the general condition in the respective System(s), as benchmarked by the statistical data gained from Open Play (number and frequency of Interdictions, number of Wings, strength of NPC Wings etc.).

Yeah I used to think this would be a good thing.

Problem is that everything is generated by the BGS: NPCs, USSs, mission types, mission locations, trade items in missions, everything.
And the BGS is affected only by CMDR actions.
And the BGS is affected equally by every CMDR.

So yeah - I love the idea that you can tell what is going on in other modes by NPC activity.
BUT it's not trivial to implement. It requires change to the way the core of the economic and political system works.
And it breaks the fundamental principle that all modes are equal.

I can be a snob and say that hiding in Solo is a shameful thing to do.
But whatever is done there MUST carry the same weight as Open.
It's a core principle.
 
No, as principally Open would be the defining benchmark, not the way around. Hence, the Open-centric approach.
Open isn't affected, all other Modes are.

As it's clearly the most risky mode for CGs, I'd deem that a valid mechanic - keeping in mind the discussion solely revolved about possible ways to somewhat equalize the Risk vs. Reward patterns across different Modes.
Outside of CG's, I'd fully agree that one Mode shouldn't dominate all others, so limiting this suggested machanic purely to CG Systems would be recommended.

And how far this mirroring was to go would still be 100% under control by Frontier at all times.
It's a touchy subject of course and hence remains debatable. But AFAIK Frontier in the past already considered acknowledging the different risk patterns when it comes to CGs vs. Mode used.

I can't get past the fact that the Modes are not like differing servers or anything. They are just matchmaking systems. Any change to one, it changes them all. Then, I have an issue with the idea of pinning open as a benchmark. I'm not having that. It's a matchmaking choice. If you don;t want to face the perceived risk, use a PG. Your choice to play in open, doesn't require me to match your experience. That's a reach too far.
 
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