CQC would be easy to fix, and it could be GREAT

I've always hated that "Helpless," "Mostly Helpless" over in my CQC rank, so I've been working my way to CQC Novice, almost there! :). But CQC is broken in many ways, and I can understand why FDev doesn't want to invest much development time into it. Fixing it wouldn't be too hard though, so here are some things I think are broken and what could be done to fix them:

(1) Not many people play CQC, because it's broken, leading to poor matchmaking and, at times, complete inability to find anyone to play with. Solution: fix some of these next list items.

(2) CQC is largely not worth the time investment. I have made just under 32,000 credits so far, for 53 kills. Pathetic, I get 100,000k for a pirate kill all the time in the actual game. I don't think CQC should pay chump change, it needs to pay like American Football or any other major league sport. Solution: A win gets you a winners purse, and it should be based on the level of the players you are up against. If you're a level 1 and you are somehow winning against level 34 players, I would expect that the bonuses and side betting would get you several million. There also needs to be a baseline per kill cash bonus, I recommend 1000 times player level. Killing a level 1 noob gets you a measly 1000 credits, killing a level 34 pro gets you a much better 34,000. Assists could pay out a percentage, maybe 50%.

(3) The learning curve to CQC is insane. Players of all ranks play against each other and noobs have few configuration options. At least a payout system like in #2 makes it worthwhile for noobs to attempt to grind their way up, but realistically players should be grouped based on similar rank. This won't work though unless the numbers of players playing CQC increases, see number (1) and then follow it back to number (2).

(4) CQC is largely irrelevant to the main ED universe. Solutions: better rewards, as in #2. I would also like to see some unique hard point Class 1 unlocks for the main game based on CQC progress. I hope, I really hope, that Elite rank in CQC unlocks all the perks of Elite rank in the main game. Not sure if it does, but it should, think of it as superstar professional athletes playing by different rules in society due to their prestige and fame.

TL;DR: The problems with CQC trace to poor rewards and poor participation. Improve the rewards, more people will play CQC, making it more fun TO play. Positive snowball effect.

Please note FDev, a lot of these changes would be very minor and easy to implement.
 
(2) CQC is largely not worth the time investment. I have made just under 32,000 credits so far, for 53 kills. Pathetic, I get 100,000k for a pirate kill all the time in the actual game. I don't think CQC should pay chump change, it needs to pay like American Football or any other major league sport. Solution: A win gets you a winners purse, and it should be based on the level of the players you are up against. If you're a level 1 and you are somehow winning against level 34 players, I would expect that the bonuses and side betting would get you several million. There also needs to be a baseline per kill cash bonus, I recommend 1000 times player level. Killing a level 1 noob gets you a measly 1000 credits, killing a level 34 pro gets you a much better 34,000. Assists could pay out a percentage, maybe 50%.
I got about 18 million credits for making Elite. The payouts are higher once you reach rank 50, but not much higher, and a bug means the payouts reset rather than continue to increase if you take prestige.

The tricky thing is how much CQC should make - because you can start doing it straight away, while still in your Freewinder, should it be balanced against Freewinder potential earnings, or against veteran potential earnings? But with modern earning rates adding a couple of extra zeroes onto the payouts wouldn't hurt anything.

(3) The learning curve to CQC is insane. Players of all ranks play against each other and noobs have few configuration options. At least a payout system like in #2 makes it worthwhile for noobs to attempt to grind their way up, but realistically players should be grouped based on similar rank. This won't work though unless the numbers of players playing CQC increases, see number (1) and then follow it back to number (2).
The "few configuration options" I think is actually good for the learning curve - most of the builds you can put together are strictly worse than the starter Condor, so throwing every option in at once would lead to a giant mess. It's not like engineering where higher-rank gear is better: they're pretty much all sidegrades or highly situational.

The matchmaker does already segregate by ability if it has enough players - it's just that doesn't happen very often.

I hope, I really hope, that Elite rank in CQC unlocks all the perks of Elite rank in the main game.
It doesn't - though given how long CQC Elite takes and how little time Trade or Exploration take nowadays, very few people are in a position to notice that.

You do get a very nice permit the first time you prestige, though, which is better than the Shinrarta permit in some respects.
 
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