Community Goal Wk2 - Phase 4, Wk.2 - Poorly thought out

After 1 day of playing the CG in Colonia we have completely wiped out all three of the commodities available for the CG.
No Performance enhancers, Personal Weapons, or Survival Equipment on orbitals, surfaces or small stations, other than a handful.

Not very well thought through as a community goal.
 
No, that's not what I said, thank you.
How do you complete a CG when there are close to zero commodities to trade, there is easy, hard and impossible?
I accept all but the latter.
In a game now where you have FCs and insane jump distances, not to mention this being the last of a long, long line of related CGs (which all have been successful), you complain you have to look further and further to find what you need?
 
In a game now where you have FCs and insane jump distances, not to mention this being the last of a long, long line of related CGs (which all have been successful), you complain you have to look further and further to find what you need?
Please define further, and further?
The nearest reasonable amount is 22,000LY away, have a nice day ;)
 
Please define further, and further?
The nearest reasonable amount is 22,000LY away, have a nice day ;)
Its a logistics problem, the final logistics problem after all the prior steps being completed so well.

Did you expect having things in the middle of no-where would be easy?
 
Iirc, you can generate more commodities by hauling in the material components to a production station. It used to be that way, anyway.
 
Iirc, you can generate more commodities by hauling in the material components to a production station. It used to be that way, anyway.
Doesn't work. Tested it with a range of commodities - including on one occasion completely satisfying all demands of a station - the fractional regeneration rate is intrinsic to the station-commodity pair and can't be changed.

What you can do is boost the BGS states to ones with higher production, as we did in Phase 3 [1] ... except it wouldn't help in this case because the only station with a half-decent baseline production started the CG in the optimal state anyway, and none of the others would get that high even if their states were optimised.

[1] Which if the station is in None, almost certainly involves moving it to Boom, which you can do by bringing in trade goods to sell. So in that sense it works. But if the station was in Investment you'd want to reduce its economic state in most circumstances, so you'd starve it of incoming goods... The abstraction doesn't always work out.

Just give it a day for the Fleet Carriers keen on making money to arrive, then there will be plenty.
If they're purely in it for the money, they can sell exactly the same goods at pretty much exactly the same price at the similar CG in Alcor, with considerably less travel required. Possibly there are 30 or so people willing to bring FCs up purely to make sure the CG succeeds, but I suspect otherwise.

Fortunately it makes essentially no difference if this CG reaches Tier 1 or not, as the potentially added services are already available on the megaship in the same system. I guess an extra Pioneer Supplies might help deep-space upgraded suit hunters slightly, but it's so marginal as to be worthless.

So you expect every CG to be easy then?
It's not so much that it's difficult as that the way it's difficult is really boring, and - rather in contradiction to the Community bit - gets more boring the more people participate.

(Colonia Phase 3 was also difficult, but there was a lot of opportunity both on an individual and group level to optimise it to succeed anyway. This one there isn't. But they can't all be hits)
 
Doesn't work. Tested it with a range of commodities - including on one occasion completely satisfying all demands of a station - the fractional regeneration rate is intrinsic to the station-commodity pair and can't be changed.

Did you try it with commodities that weren't in demand? I can't remember where I read it, but I know I read that back in the beta, you could haul commodities to a station and sell them, and that station would increase its production of the produced commodities on the next refresh.
 
Did you try it with commodities that weren't in demand?
Depends what you mean:
If you mean importing commodities that the station doesn't ask for and you therefore take a substantial loss when selling? No. (But I don't see why that would be expected to work)
If you mean importing commodities which were already at zero demand to push them well into negative demand? Yes. (Necessary to get them to stick at below zero long enough to zero the others)

I believe that it did work in some pre-1.0 versions, but there's no sign that it works at all now, including testing combinations reported to work then.
 
Appreciate the replies guys.
My main point is I just don't understand why Frontier would create a CG that we cannot participate in when the nearest commodities available in any workable quantity are 22,000LY away.
I, therefore, stand by my original comment of not well thought out.
Thanks
 
Could someone test and see if stolen goods count in Colonia? I tried testing it in Alcor but the current government has closed the black market, unfortunately.
 
The graph speaks for itself!
As soon as the commodities dried up.
img1a.png
 
Let's hope next week FDev gets someone in the office who actually plays the game to create the CG!
Then we'll have a COMMUNITY ready to achieve the GOAL in Colonia!
 
I don't think Frontier should be god-handing supplies whenever there's a CG with a poor selection of commodities that get easily exhausted.

But I do think there should be a way to more aggressively boost the supply or demand of something in a station. So the community could deal with situations like this, instead of it boiling down to ferrying FCs from the bubble for dozens of hours.
 
I don't think Frontier should be god-handing supplies whenever there's a CG with a poor selection of commodities that get easily exhausted.

But I do think there should be a way to more aggressively boost the supply or demand of something in a station. So the community could deal with situations like this, instead of it boiling down to ferrying FCs from the bubble for dozens of hours.
Agreed!
 
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