Ideas for Improving Community Goals

Non-monetary rewards (i.e. materials and commodities) are a great idea Neowave. I'm pretty sure if there was a CG offering 25 modular terminals if it got to tier 8, you wouldn't be able to move for all the ships trying to dock!
 
One can dream and it is not possible within the actual game design but :

A CG where a key station is under Thargoids attack in Open only :
- CMDRs have to defend the station against Thargoids and criminals at the station and in SC
- CMDRs have to re supply the station with mats (food - fuel etc) in order to repair it
- CMDRs have to evacuate civilians
- CMDRs have to scan and collect data from thargoid for the station weapons and healing beams (for subscriber to the CG)
- CMDRs are asked to bring ancient artifact to disrupt Thargon attack
 
One can dream and it is not possible within the actual game design but :

A CG where a key station is under Thargoids attack in Open only

That's as far as this gets. Frontier will not create an Open-only CG. In fact, I'd wager it cannot be done. They've long said the game modes are separate but equal.
 
Thanks so much for making the thread, Ant. I was watching your video last night on the subject and thought to myself, "Self, the man makes a fair few very valid points...but he doesn't offer much in the way of fixing anything." So good on you. To the subject at hand, though.

Like you and some others have already said, I think that there are plenty of already developed, in game assets that can be applied to the CG's. We currently seem to be stuck on combat and shipping. Why not use some of the other mechanics? For instance... a group of concurrent CG's where rival factions are vying for control of a pristine ring system. CG rewards are for turning in tonnage of specific metals or minerals. Another CG rewards people allied with one faction for kills on the other faction and vice versa...with a higher payout to kills on actual mining vessels (if that's possible). While a fourth CG rewards anyone deploying repair limpets to the miners.

Or why not a CG that touches on exploration but continues to use powerplay groups against each other. A faction wants information returned from "X,y,z" section of the galaxy, go and get it. Well, the explorers go out but then you have a group of players to protect them, and the rival faction who wants to space them. Rewards given for exploration data and kills, along with a support CG running for repair and fuel limpets deployed.

And, as has already been said several times, why not do passenger centered CG's? The missions are there...and it seems so logical. Especially given outbreak and famine systems status(es)/(i)? In this week's community goal, the good people of the Hungry & Sick system need to get to the Fat & Happy system. Carry passengers from the distribution centers in H&S to Hedonism Orbital in F&H. Oh, also, Archon Delaine is paying out bounties on all SaudKruger ships killed.

Obviously, I'm not a gamedev, but things like this would interest me.

Lastly, give alternative rewards apart from credits. When I first started off in the game, I did the CG's regardless of how grindy or monotonous I thought they were because they were still a great way to build credits. Now that I am to a point where there are other ways I can build my bank, I don't choose CG's as a "go-to" method anymore. So I care less about them out of the gate. But....if I were offered a god-rolled 6A FSD? Or a G5DD Enhanced 3A thruster? Or even decals and paints? I'd be much more interested.

Anyhow...moderate wall of text behind me, I think that's about it.
 
I've got a list of stations and megastructures and cool places to visit that I've found on the forums. Now it would be cool if community goals would go to some of these locations.

Also rewards need to be better last few I joined I just gave up due to the few mill in rewards I was getting. In some cases I had to go dock my fighter ship go get another ship travel to destination of C.G then do some deliverys after 3 hrs my reward was just under 2 mill plus the one or two mill for transportation of goods. This is not enough.

Send us to some of these locations with new bases and I think this would help C.G out a lot plus we ge to see what frontier have actually added to he game. I bet some havent even seen an asteroid base yet or a research station.
 
One thing I'd like to see is some build-up and back story. Generally there's none, just a bang here's this weeks task - every Thursday like clockwork. CG's that got me interested in the past were the Jaques saga, where one followed on from the last. Gave buy-in and a reason for them to exist. This would need better story telling and story dissemination in game.
Perhaps have some stories developed in a system over a couple of weeks, with different comms messages, different missions being offered, etc. before the CG launches.

(This is what is happening with the Thargoids to an extent - I think there's other reasons they are problematic.)
 
So, anyone have other thoughts and ideas on this?
Another problem with CG, especially the once that are now important for expansion of weapons and such to fight thargoids, is that I'm not in the bubble. I can't participate. Too far out in deep space.

I do have another another account, but it's too new and have no credits, ships, equipment, or engineering, so it's not useful for thargoid missions.

So... I wish there was a way I could "holo-me" myself into one of my other ships and help out in the CGs. It would be nice to be able to beam to the home station and use another ship. If we can holo ourselves to multicrew and SRV and SLF and ... why not one of our own ships?
 

rootsrat

Volunteer Moderator
Another problem with CG, especially the once that are now important for expansion of weapons and such to fight thargoids, is that I'm not in the bubble. I can't participate. Too far out in deep space.

I do have another another account, but it's too new and have no credits, ships, equipment, or engineering, so it's not useful for thargoid missions.

So... I wish there was a way I could "holo-me" myself into one of my other ships and help out in the CGs. It would be nice to be able to beam to the home station and use another ship. If we can holo ourselves to multicrew and SRV and SLF and ... why not one of our own ships?

SRV is not Holo-me, you're physically in it. SLF - yes, that's Holo-me.

The possible answer is: the helm always have to be a physical pilot. (Guessing).
 
SRV is not Holo-me, you're physically in it. SLF - yes, that's Holo-me.
But if you blow up your SRV, you're magically in the ship. So it's some kind of tele-transportation going on there. Even if you're out in deep space, alone, and in SRV and crash, you're in your ship the next second. How's that possible?

The possible answer is: the helm always have to be a physical pilot. (Guessing).
Except when you dismiss the ship and recall it. Or when it follows you while flying SLF. It can control itself, and it can be parked as well while driving SRV. And if you're the physical presence in the SRV, then you're not in the ship.

So... there's obviously a lot of unresolved and conflicting concepts with the holo-me. And if you can holo-remote to a multi-crew, and you can do it with an SLF and control it, I don't see why it couldn't be in one of your own ships.

But regardless of that, one problem with CGs is that being in deep-space right now, it would take me longer to get back to the bubble than the time of the CG. It will be over before I get back. Which means, I have to ignore all CGs until next year (on a 1 year journey).

Perhaps there could be multiple character you could play with the same fleet of ships?
 
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Make the more generic CGs auto-generated based on system states.
Vary the time length and tiers to add variation.
Have significantly more of them (from the auto-generation) so that at least as many fail as succeed.
CGs that require materials and commodities should require sufficient quantities of all the materials, not just an aggregate total.

Basically, CGs are well past their sell-by-date as a story mechanism. Roll them into the BGS and move on.
This is what missions are for. There is absolutely no purpose in having 20,000 different CGs running at the same time.
 
But if you blow up your SRV, you're magically in the ship. So it's some kind of tele-transportation going on there. Even if you're out in deep space, alone, and in SRV and crash, you're in your ship the next second. How's that possible?

We do have space legs, they are just not implemented yet. There's a fade-to-black cutscreen whenever we use our legs, like climbing out of the SRV, walking through our ship, and returning to our pilot's chair. So when our SRV explodes, we're thrown out onto the planet in our RemLock suit, from which we call our ship down to rescue us. Fade-to-black cutscreen for this entire operation.

BTW, there is no telepresence in my game - someone climbs into the SLF, too. I'm just waiting for Frontier to implement an escape pod / RemLock rescue for when my SLF pilot gets shot down (which is very, very rare).
 
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One of the main critiques of the current CG narratives are that they are lacking in story. Considering that CGs are really just large missions for the entire community, what if CGs were treated more like quests in other games? Other games are set up so that there are a series of 'story ' quests and other 'side' quests running simultaneously, and completing one quest often immediately activates another.

In ED, this could be done by having all of the CGs laid out beforehand, and activate them once the previous CG reaches a certain level of completion. 'Story' CGs could have had longer time frames (a month maybe) in order to allow players to complete all/most of the tiers in the CGs as they are extremely important for saving humanity. However, it would not be necessary to have the previous 'story' CG 100% completed before activating the next. For example, reaching a certain tier in the AX missile CG would allow the AX multi-cannon CG to be started, and This 2 CGs would run alongside each other until one of them was completed to the final tier or expired. This would be repeated for other AX weapon CGs, as well as other story CGs that would not result in weapons (SAR/Combat CGs).

'Side' CGs could also be done alongside 'story' CGs. 'Side' CGs could be regular one-week CGs, or they could be multi-stage CGs similar to 'story' CGs. These would not directly affect the thargoid storyline (such as the food festival CGs) but would provide players with something else to do. These 'side' CGs could be initiated at any time (not just Thursdays).

I think that doing something like this would greatly improve the story aspect of CGs, as it would make them seem more organic, rather than a game mechanic that is activated every Thursday.
 
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