I've been musing on how I'd change CGs for some time, so this may be long. I accept it's a personal vision which others may disagree with, but lets at least open the debate.
Things I'd like to see:
1. Permanent effect on the galaxy. The CG which reduced the quantity of onionhead you could pick up in Kappa was a good example of this sort of thing. You do a CG, and it has a lasting effect. That's worthwhile. Building a new station yes. Timed discounts on ship components? Meh. Make them permanent discounts - why not? There is precedent (Alioth, Founders World - probably others I don't know of). Shoot criminals? Change the security value of the system after.
2. Longer lived CGs. The CGs with month-long timers are I think a step in the right direction. It was a bit frustrating that I only got one session of play in for the last combat CG before it completed - i'd hope that all CGs would be expected to last a least a week, even if the final tier is actually reached early.
3. CGs to last until at least tier 1 completed. - This more for the trade/mining/exploration CGs than the combat ones, but I'd like these to run indefinately until at least tier 1 completed, and then for a timed period thereafter. An example might be the Yembo station build goal - having collected 95% of the material to build a station, stopping with a failure would be odd. Running till at least a minimal station can be completed is more logical, I'd think.
4. Rewards should come as you contribute. For collection type goals, this could be by giving a fixed credit bonus per ton delivered or report submitted, at the time you deliver or submit. This would mean the more you contribute, the more reward you get. I'm more likely to delivery relatively low profit goods (medicines, robotics) if I get paid 400cr/ton bonus on top of natural demand. For combat bonds or bounties a 10% bonus perhaps.
5. CG end tier individual rewards should be smaller - more a bonus for the tier completed - most of the reward should come through mechanism 4. At the moment it's a bit too easy to deliver just enough to get top 70% and get much more return/trip than someone who slogs their way into the top 15 or 5%. Yes, I think there should be diminishing returns, but they diminish a bit steeply at present.
Some of this can be dynamic too. If a CG is going too slowly (I'm looking at that mining one) you could bump the reward/ton (and have a galnet article tied to that) to speed it up and have it finish closer to the expected schedule. Though if the CG is en effect a cr bonus for delivery there isn't a great deal of harm in letting it run for several months if need be, since that's the main method of player reward, rather than the end of CG bonuses.
In short, I'd like more CGs to be longer term projects where the community by cumulative effort can effect a permanent beneficial change to the galaxy - i.e. a communal effort for a communal goal.
Things I'd like to see:
1. Permanent effect on the galaxy. The CG which reduced the quantity of onionhead you could pick up in Kappa was a good example of this sort of thing. You do a CG, and it has a lasting effect. That's worthwhile. Building a new station yes. Timed discounts on ship components? Meh. Make them permanent discounts - why not? There is precedent (Alioth, Founders World - probably others I don't know of). Shoot criminals? Change the security value of the system after.
2. Longer lived CGs. The CGs with month-long timers are I think a step in the right direction. It was a bit frustrating that I only got one session of play in for the last combat CG before it completed - i'd hope that all CGs would be expected to last a least a week, even if the final tier is actually reached early.
3. CGs to last until at least tier 1 completed. - This more for the trade/mining/exploration CGs than the combat ones, but I'd like these to run indefinately until at least tier 1 completed, and then for a timed period thereafter. An example might be the Yembo station build goal - having collected 95% of the material to build a station, stopping with a failure would be odd. Running till at least a minimal station can be completed is more logical, I'd think.
4. Rewards should come as you contribute. For collection type goals, this could be by giving a fixed credit bonus per ton delivered or report submitted, at the time you deliver or submit. This would mean the more you contribute, the more reward you get. I'm more likely to delivery relatively low profit goods (medicines, robotics) if I get paid 400cr/ton bonus on top of natural demand. For combat bonds or bounties a 10% bonus perhaps.
5. CG end tier individual rewards should be smaller - more a bonus for the tier completed - most of the reward should come through mechanism 4. At the moment it's a bit too easy to deliver just enough to get top 70% and get much more return/trip than someone who slogs their way into the top 15 or 5%. Yes, I think there should be diminishing returns, but they diminish a bit steeply at present.
Some of this can be dynamic too. If a CG is going too slowly (I'm looking at that mining one) you could bump the reward/ton (and have a galnet article tied to that) to speed it up and have it finish closer to the expected schedule. Though if the CG is en effect a cr bonus for delivery there isn't a great deal of harm in letting it run for several months if need be, since that's the main method of player reward, rather than the end of CG bonuses.
In short, I'd like more CGs to be longer term projects where the community by cumulative effort can effect a permanent beneficial change to the galaxy - i.e. a communal effort for a communal goal.