Which is great for Fdev, if they can work within a limited timescale. Use a CG to gauge interest in a new ship, then develop the model into a fully fledged design if the CG is completed. If they leave it too long after completing the CG to release it though, then it won't look so good for them......Give me the Panther as carrot, and I'll slave away day and night for it. Of course it would have to be an all or nothing. Get it done, or the ship will never be.
If by complete you mean "not reach maximum tier", pretty high - Frontier will almost certainly increase the tonnage requirements for trade CGs based on what they've seen so far.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?
otherwise the game is just Pacman in space,
trivialising the actual management, construction (of ships) and skill of flying.
what's wrong about pacman in space, if people want to play like that?
from horizons 2015 latest ED is a game where you choose your challenges.
i'd complain if i couldn't choose challenges anymore (winning a high cz in an eagle ... stealing from convoys in a dbe... landing on the world if death etc.), but i see no reason why the game should impose "danger" on players who didn't came for that.
if somebody wants to enjoy the explosion animations from his engineered corvettes cockpit at a comp nav beacon, why shouldn't he be allowed to choose such a no risk activity?
have you ever done a buckyball race?
because without any interdiction or toothed npcs, a buckyball race really hones your skills of supercruise fly, heat management, ship builds.
management, construction and piloting skills of ships are not bound at all to imposing risks on commanders by interdictions. see the very detailed discussions you can get in any exploration thread/chat on those questions.
yeah, i totally get where you are coming from - but why?Because applying it to the rest of the game renders engineering, skill, tactics and awareness of local conditions and states pointless. What we have now should be what we face as a minimum of resistance. It does not have to be all the time, but it has to be a lurking danger and in your control to mitigate.
Since we all share the BGS why should you be able to switch off danger? If you don't want any opposition go play Star Engine, and stop distorting ED into something it should not be.
Which makes SC a lobby, and robs it of purpose- and that affects other parts of the game like Powerplay which need NPCs to actually provide something- anything- to stop a near 100% efficiency.
Because a lot of players want a challenge that is not signposted "DANGER!" that forces us to think on our feet. If you don't want danger, don't trade super valuable things, or choose a better ship, or explore where no-one else is.
And why should that ship be constrained by having no effective opposition either? Some players want to be tested and have to go to extraordinary lengths to get it. As it stands the PvE system is weighted to require little skill.
Thats lovely, but racing has no bearing on the game, unlike objective based features like the BGS, CGs or Powerplay which do.
If you fly in an anarchy system, why should you be exempt? What makes you special and someone else a victim? The difficulty should be based on the topography of the systems security and states, not packed away in POIs. Don't want to face anything don't go to dangerous places- but don't make dangerous places the same cluster of doors sat in a lobby like everywhere else.
yeah, i totally get where you are coming from - but why?
is it a question of morality, something evil, that the game is not dangerous for anyone who don't choose to make it so?
does it rob you from an option to choose a more challenging playstyle?
isn't any "objective" self-imposed, whether it is expanding a faction (and believe me, it is much harder not to expand some factions....),choosing a crazy competitive gamestyle as buckyballing, or shooting as many fish in a barrel as you can in your engineered corvette?
why should the players, who don't want a challenge by interdicting NPC make a decision, to go somewhere, instead of those, who arelooking for a challenge going somewhere (POIs, AXI combat, using a cobra mkIII against an thargoid interdictor, or a sidey in a haz res etc.)?
over the last years i have come to the position, that thechallenge i'm looking for in game is by no way a playstyle, which needs to be imposed on all players. i'm often impressed and fascinated by how other players use this same piece of software.
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Note how regardless of role or job you still swim in the same sea- danger cannot be separated from it otherwise it can't be seen as anything other than an extended loading screen. I mean, once the danger has gone, what is the point of SC? Outside the bubble its FSS but in the bubble?
I'm not against people facing less challenge, but at the same time it can't be a 'cake and eat it' situation.
i know this pitch, but let's face it - that's not the game we are playing since engineering. when i resetted my tertiary account, and decided not to engineer until i could engineer all i wanted, i had some whiff of that again - if, and only if i was running missions and looking for trouble (=missions far above "rank")
look for exampel at the exploration game.
- from people fitting military armour on their exploration ships as pirates spawned everywhere
- to people scouting safe harbours for returning explorers (=high sec systems with stations close to entry and outfitting) and some even providing security for the last 500 ly (as you could get really unlucky having a pirate lord spawn on the last leg)
- to an AspE being so fast with minor engineering no npc can keep up, and to a krait phantom ...
- to the situation now: you won't be interdicted returning to the bubble, if you don't have valueable cargo, and if you have, your exploring ship will in almost all cases outboost the npc (if your ship can boost at all, and isn't a totally stripped down slowboat...)
now, there will be for sure some who will say the exploration game has seriously got dumbed down by that. there are also people who say that geo-pois killed their game of scouting vulcanic pois for days. but on the other hand most will say, that they simply not going exploring to worry about the danger of npc if returning. they go out exploring to do exploring, and the game allows for it by now.
i take my trading corvette (mind you: smallest shields possible, full set of lightweight MC, guardian shieldboosters in military compartements, which can't fit cargo racks) mainly because of its handling more often than my t9. sometimes i take it because i like to roleplay the armed trader. or because i need bounty redeems for bgs manipulation, and i don't have always the time to sit out in my t9 and wait for system security shooting down the interdicting npc, so i can finish it off with my seeker racks. i never take it because "dangerous".
if the game would provide a tickbox (or a module) for "do not interdict", it wouldn't change my game at all, it would just make some sessions less cumbersome.
supercruise (which wasn't something fdev wanted originally) is a quirky thing. it provides some kind of map (= time you need to go somewhere). some use it to experience with navigating gravitation wells. it allows watching the skybox and planets stars from different distances. i can't tell you, what others use supercruise for, but i usually observe state depending spawns, uss, listen to podcasts or music, write posts and chats, or plan my next move. not so different to a long car- or trainride. non of this is enhanced by being interdicted. and surely my game is in part enhanced by using a FC for some really long supercruise travels to rare goods stations for exampel.
why not? it's a game... people can act the oh-so-risky-no-reward-bountyhunter, while never facing a combat related rebuy.
If you want to push people outside their comfort zone, I have a suggestion:You miss my point- decals should be for actually pushing yourself outside your comfort zone. If a CG was open and you had to survive then thats worth a reward. Just as risking death by taking a tissue sample rather than taking the easy option. Doing a trading run in solo is not worth rewarding outside the credits in my opinion.
If you want to push people outside their comfort zone, I have a suggestion:
Only enable PvP if people are in stock ships. Telling people they are playing in easy mode sounds like hypocrisy if you consider that most PvPers in CG systems attack weaker ships.
So your suggestion is completely unrelated to Open because you realise that Open is easy mode for those who enjoy blowing things up?And you miss the point too. Only ward decals for doing difficult things- if a CG asks for Thargoid tissue samples, as well as station bought commodities, have a reward patch for the sample but not the commodity.
We should have a “ board of achievement” that could be displayed. Because yeah I don’t care about credit as well. This game miss some historical data for the depth of our characterCredits, 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?
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A simple, digital merit badge added to the Codex would actually be enough for me. This would add a small sense of personal achievement after grinding away in a CG, which I think they currently lack. Everything else in this game is fantastic. I cant wait until I can climb mountains in Oddizäy only to throw myself off the summit and find out the rebuy cost for a human body.
So your suggestion is completely unrelated to Open because you realise that Open is easy mode for those who enjoy blowing things up?
Because you are so obsessed with it that you mention it in every second post?View attachment 188809
Stop obsessing over open in this, its not the point at all. Why not actually engage rather than try to make some sort of misguided point?
Because you are so obsessed with it that you mention it in every second post?
The post I quoted quite clearly referred to open. Don't know why you insist on not getting the point, it's really quite simple.
. If a CG was open and you had to survive then thats worth a reward.
Just as risking death by taking a tissue sample rather than taking the easy option.
As someone who is not interested in PvP I'd say that I am quite supportive of Open Only ideas (like PP, you remember?).Me? It seems its you that gets triggered every time Open is mentioned, as if its some sort of insult.
The operative word- 'if'- in the first example. The second is 'just as'- so both are equal value statements. This, amid others that suggest making CGs harder so people don't get rewarded for doing mundane tasks. Thats the point of the thread, remember? Stop patches being handed out for trivial tasks and make CGs worth something?
Tbh, there was no shortage of commanders. Rather, FD in their infinite wisdom, set the goals like it was a normal cargo cg, one where you could contribute 800t every five minutes, when in reality you could get meta alloys at a mere 10t every 5 minutes. No amount of commanders doing that could even get close to tier 3 for that one.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