In my Ideal World, people should always be trying to do as high of a CZ as they can. Which means that without rearm and repair capability they need to reward well enough to justify doing them, even with the more prolonged wait between Cycles.
The problem with “Ideal World” ideas is that there’s always a catch. Or usually, anyway. And a quite simple one in this one is -
The materials which are required so synth ammo, AFMU whatevers, limpets and so on. That burns through them very quickly, especially so limpets, if you require more than are in your cargo hold(or you’re one of those idiots like me who like to take an FDL into AX, and it only holds 4 with the “ideal” setup). It’s also quite boring to just, sit around waiting for a limpet to work, or keep boosting away from chasing Scouts/Interceptors to not get the limpet destroyed.
And I don’t find replenishing the Guardian materials or raws to be particularly pleasant tasks to do
frequently. Although you can at least trade the raws down from a higher ‘tier’, the Guardian ones, not so much.
And the alternative to that is constantly resetting it and finding a station within the system or jumping out to a carrier, unless you happen to be doing them with a wing.
But I digress. I am in agreeance with the point that higher difficulty/risk CZs should offer a higher progress and/or monetary reward. Even if I personally don’t bother with the ones in open space for the aforementioned reason.
I’d also perhaps just straight up reduce the number of them in a system while ensuring there is at least one of low, medium and high present at all times, just so there is a higher chance of actually finding another player in them. As is… that’s another plus for the station conflicts. Easy “social spot” to get other people around in Open or a private group.
Meanwhile… good luck finding a player in open space CZs with a dozen of varying intensity locations in system, at various different spots throughout it, and… I think you get the idea. As well as I can word it in the early morning brain fog.
(Wouldn’t mind more interest in outpost and station conflicts… I don’t mind either. Though I don’t know if they’ve fixed the bug with the interceptors and stuff rotating with the port once somebody is inside it with rotational correction enabled.)
Animals do not understand the concept of sadism or rationalise it the way we do, it's still a human label for behaviour we observe and define in our terms.
Now, I’m not looking to respond to this line of thought in particular, just quoting it for the sake of a reply…
I imagine the Thargoids to be quite far above animalistic, instinctual intelligence and basic emotions. As much as some people within the lore/GalNet have liked to proclaim. Without going into all of the detail of why(because it’d be too much), I just think that a species lacking the intelligence to cooperate at a greater level or beyond short-term survival (which doesn’t mean animals are
stupid) wouldn’t make it nearly as far as the Thargoids have.
Unless through just sheer brute force, numbers and luck, they would have encountered something that wiped them out otherwise.
(And it is for that reason I don’t really believe that they’re simply just going to retreat because of a show of force that was made, even if it
looks that way to us.)