CGs need to be developed

Credits, discounts, hurray. How about some decals and/or unique gear like they hand out in other games? Pilots should get a fancy hat or a decal for participating. I don't care about credits. Spend the same amount of time doing cargo missions or mining and you make A LOT more credits. Decals and hats, gnome waddam sayen?
you get 2 times 5 new stations with large landing pads this round.
 
I wonder if there is a case for excluding FCs from CG systems?

(This could perhaps be done via the "permit lock" just for the duration of the CG but give all cmdr the permit ? - as FCs can't enter permit locked systems.)

This might remove one variable and even the field a little perhaps.
I say this as a FC owner and CG participant.
TBH unsure - just thought I'd throw this out there.
 
I wonder if there is a case for excluding FCs from CG systems?

(This could perhaps be done via the "permit lock" just for the duration of the CG but give all cmdr the permit ? - as FCs can't enter permit locked systems.)

This might remove one variable and even the field a little perhaps.
I say this as a FC owner and CG participant.
TBH unsure - just thought I'd throw this out there.
It's only trade cgs though. They'd be virtually useless for almost all other CGs.
 
I have a cunning plan:

Have a patch for not using an FC...

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It's only trade cgs though. They'd be virtually useless for almost all other CGs.

Is there not any benefits to having your FCs close to CZ/Haz res for other CGs? Do they have contacts or is there any profit to be made for the owner?

(Having only started following recently, not familiar with the full workings of FCs yet)
 
Dont see how surviving in Open is any kind of achievement beyond remembering to do ABC and yawn. Theres even a Gank Academy showing how easy it is to escape, so that honour in Open makes no sense whatsoever. More honour that any player who has ever had Notoriety cannot enter any mode but Open. But that doesnt happen now so cant see it being enforced just coz I like it.

Just out of interest, how long after the CG finishing did the first thread moaning about not enough free stuff happen?
 
Is there not any benefits to having your FCs close to CZ/Haz res for other CGs? Do they have contacts or is there any profit to be made for the owner?
You'd be able to restock a little bit quicker, but since you have to hand the bounties/bonds in at the designated CG station anyway it'd be a fairly marginal benefit.

Mining could benefit a bit if there isn't a decent in-system spot near the station, but much less than trade would.
 
Dont see how surviving in Open is any kind of achievement beyond remembering to do ABC and yawn. Theres even a Gank Academy showing how easy it is to escape, so that honour in Open makes no sense whatsoever. More honour that any player who has ever had Notoriety cannot enter any mode but Open. But that doesnt happen now so cant see it being enforced just coz I like it.

Just out of interest, how long after the CG finishing did the first thread moaning about not enough free stuff happen?

As opposed to the NPC interdictions which are utterly pointless? Escape is escape, a HW is a loss at most, or a score draw at best- if you don't deliver then you are not 'winning' are you?
 
As opposed to the NPC interdictions which are utterly pointless?

A lot of people dont distinguish, whether NPC or human theyre both pointless and time consuming when youre trying to do something else. There is no difference. Except the NPC usually act within a given reason for gameplay purposes and RP for the victim.
 
A lot of people dont distinguish, whether NPC or human theyre both pointless and time consuming when youre trying to do something else. There is no difference. Except the NPC usually act within a given reason for gameplay purposes and RP for the victim.

NPCs are pointless because they are predictable and toothless.

Saying any interdiction is pointless is petty much asking for an easy mode free from any danger.
 
NPCs are pointless because they are predictable and toothless.

Saying any interdiction is pointless is petty much asking for an easy mode free from any danger.
not sure why asking for something like that is a bad thing per se. people play the game for different reasons.

also - that easy mode is already ingame by engineering. i'm working the BGS regularly with a group where new commanders regularly join in for BGS activities, having done primarily exploration before. the first thing you explain is, that you need to push your pve ship above 440 m/s by engineering to avoid any risk for a elite mission npc to keep up. for most ships that's easily doable (kraits, AspE...). if you happen to fly a slow boat or like to do salvage missions, you go into shield engineering for staying power and explain mass lock/highwake.

after that you are in fact having the pointless/easy mode as aboved. we can call it the mode, where commanders do what they came for.
 
Is there not any benefits to having your FCs close to CZ/Haz res for other CGs? Do they have contacts or is there any profit to be made for the owner?

(Having only started following recently, not familiar with the full workings of FCs yet)
I can see big benefits for commanders if the FC provides a repair facility close to the CG. Some CGs have had the rewarding station a long way from the CZ which allowed others to pick off damaged ships on their way back to the station. If nothing else, it would save time trecking back and forth to repair the ship.
 
Saying any interdiction is pointless is petty much asking for an easy mode free from any danger.

Some players want that all the time.
Some players want that some of the time depending on activity.
The game built NPCs 'back off' and dont chain unless mission created (optional) so the game makers realise that both the above are true and that too much of anything is probably boring for the player
Some players find the whole thing boring unless they want it, regardless of whether its an NPC youre high waking from or a human youre high waking from. Its the same combo of buttons in the same order at the same time. Its boring.

Some players cant seem to understand that other players want different things. This isnt other players problem.
 
not sure why asking for something like that is a bad thing per se. people play the game for different reasons.

also - that easy mode is already ingame by engineering. i'm working the BGS regularly with a group where new commanders regularly join in for BGS activities, having done primarily exploration before. the first thing you explain is, that you need to push your pve ship above 440 m/s by engineering to avoid any risk for a elite mission npc to keep up. for most ships that's easily doable (kraits, AspE...). if you happen to fly a slow boat or like to do salvage missions, you go into shield engineering for staying power and explain mass lock/highwake.

after that you are in fact having the pointless/easy mode as aboved. we can call it the mode, where commanders do what they came for.

[Caveat: for me interdiction should be linked to sec level and local prosperity]

The game is in a dangerous setting- within reason you should have risk, even if it is small otherwise it distorts said setting.

Anarchy, low sec and POIs should have risk attached to them, otherwise the game is just Pacman in space, trivialising the actual management, construction (of ships) and skill of flying.

also - that easy mode is already ingame by engineering.

This exists because FD have left NPCs toothless. They are generated from such limited templates they offer nothing back. If NPCs had engineering scaled to the spawing locations sec level, powerplay bubble, wealth value etc you would have a much better mode balance.

So, by all means have an easy trader mode- but it should pay less and restrict you to very high security systems. This sliding scale should pay out VO LTD levels in anarchy- in short you have a dynamic system unlike now where you have the worst of everything and get the same reward.
 
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Some players want that all the time.
Some players want that some of the time depending on activity.
The game built NPCs 'back off' and dont chain unless mission created (optional) so the game makers realise that both the above are true and that too much of anything is probably boring for the player
Some players find the whole thing boring unless they want it, regardless of whether its an NPC youre high waking from or a human youre high waking from. Its the same combo of buttons in the same order at the same time. Its boring.

Some players cant seem to understand that other players want different things. This isnt other players problem.

It should be that if you want that, you are limited to low pay safe routes. But by having that as the default with the same payouts across inhabited space it distorts the whole game and makes it dull. FD did themselves no favours by making SC the only place you can get attacked- NAVs are vestigial, station drop zones are so small you drop inside the stations protective guns, security and response does not match the threat- its a very poor state of affairs.
 
@Rubbernuke
I admire your dreaming prowess, that's for sure. Your sense of reality... not so much.

It all comes down to what FD want ED to be- over the years the game has gotten so easy it makes me wonder. The annoying part is most of what I could say would require minimal tweaking to unify it all, making the security topography of the bubble the difficulty slider, and that it would then make arguments like this redundant because everyone gets what they want.
 
The reason we were stuck with crumby 2 space cargo racks for transporintg corrosive tonnage around for a while, is because the community did not unlock higher levels in a CG. So Decals good, anything in game effeting ..... well be careful what you ask for.

Simon
 
I must admit I sometimes wish we could revisit that particular CG as I wasnt there the 1st time....but a lot of the time I prefer consequences so this is one of them. Future CGs should have the same consequences, but what is the expectation that one will never complete now?
 
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