Keep the variety when it comes to CGs goals

The new boom in story telling, the CGs are awesome, there is a huge player engagement and it fills an empty space inside the game, but things can get stale quickly. One of my biggest gripes with CGs back in the day was that they never had any spark to them, specially the later ones before the Interstellar Initiatives, they never had anything compelling, it was just the same boring haul some things to exhaustion, kill some NPCs until you are bored and what ever.

Surprisingly for me the new set of CGs had some variety to them, the first had us see 10 new starports being constructed, a tangible thing inside the game. The second had us haul rare goods and the target station had a flock of NPCs grieving the loss of their leader as well as two Majestic class interdictors docked outside the station, that is something you don't normally see. The third we had to fight for an engineer and we got an exceptional reward for that too. The fourth was a combat one, but we had the megaships that were fleeing the system be present in the conflict zones, that was something entirely new for me. The fith was a thargoid war, which is always fun. Said that, the current one is just bland, there is no different reward, no different event we wouldn't normally see, I hope CGs like these are only the exception, because for many commanders it was just get my share and watch the clock tick down.

Every CG should have interesting gameplay associated with it, be it a pretty location or have us do something familiar with an exquisite sight or a twist, anything that breaks the staleness and grindynesss of CGs and if possible I would like to see different objectives for us to complete other than the standard trade or combat.

That's all, keep up the good work who ever is planning the CGs!
 
The new boom in story telling, the CGs are awesome, there is a huge player engagement and it fills an empty space inside the game, but things can get stale quickly. One of my biggest gripes with CGs back in the day was that they never had any spark to them, specially the later ones before the Interstellar Initiatives, they never had anything compelling, it was just the same boring haul some things to exhaustion, kill some NPCs until you are bored and what ever.

Surprisingly for me the new set of CGs had some variety to them, the first had us see 10 new starports being constructed, a tangible thing inside the game. The second had us haul rare goods and the target station had a flock of NPCs grieving the loss of their leader as well as two Majestic class interdictors docked outside the station, that is something you don't normally see. The third we had to fight for an engineer and we got an exceptional reward for that too. The fourth was a combat one, but we had the megaships that were fleeing the system be present in the conflict zones, that was something entirely new for me. The fith was a thargoid war, which is always fun. Said that, the current one is just bland, there is no different reward, no different event we wouldn't normally see, I hope CGs like these are only the exception, because for many commanders it was just get my share and watch the clock tick down.

Every CG should have interesting gameplay associated with it, be it a pretty location or have us do something familiar with an exquisite sight or a twist, anything that breaks the staleness and grindynesss of CGs and if possible I would like to see different objectives for us to complete other than the standard trade or combat.

That's all, keep up the good work who ever is planning the CGs!
The novel thing about this one is the "reward" structure. Tiers reached = systems saved. It's not much, but slightly unusual.
 
As a fairly new player (couple of months) I really like the current CG, its got me to dip my toe into combat without feeling that I will be outmatched at every turn, and I find myself invested in the impact of what may happen when we don't achieve the full tier 5 in one or either goal, its pushed me to upgrade my Vulture, and buy and FDL( I know :eek:).

From a new Cmdrs view its great to see the variety not only in the style of CG but in the skill level required to feel like you are participating and making a difference. Even if that is only protecting some miners in a LowRES, or chipping away at a raider around an installation.
 
As a fairly new player (couple of months) I really like the current CG, its got me to dip my toe into combat without feeling that I will be outmatched at every turn, and I find myself invested in the impact of what may happen when we don't achieve the full tier 5 in one or either goal, its pushed me to upgrade my Vulture, and buy and FDL( I know :eek:).

From a new Cmdrs view its great to see the variety not only in the style of CG but in the skill level required to feel like you are participating and making a difference. Even if that is only protecting some miners in a LowRES, or chipping away at a raider around an installation.
Keep flying dangerously commander!
 
Every CG should have interesting gameplay associated with it, be it a pretty location or have us do something familiar with an exquisite sight or a twist, anything that breaks the staleness and grindynesss of CGs and if possible I would like to see different objectives for us to complete other than the standard trade or combat.!
I just want more variety.
  • salvage CGs (except cracking cargo from megaships is broken)
  • tissue sample CGs (except tissue sampling is broken)
  • smughling CGs (except smuggling an BM tracking is broken)

Oh. I guess that's why we don't see much variety :sneaky:
 
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I just want more variety.
  • salvage CGs (except cracking cargo from megaships is broken)
  • tissue sample CGs (except tissue sampling is broken)
  • smughling CGs (except smuggling an BM tracking is broken)

Oh. I guess that's why we don't see much variety :sneaky:
Cargo from megaships seems fine to me, what exactly is broken about it?
How have you been doing or tried to do tissue sampling?
What is broken about smuggling? It is as easy as it comes, just don't get scanned.
 
Cargo from megaships seems fine to me, what exactly is broken about it?
Cargo from megaships doesn't jettison when you hatchbreak.

Issue:

Video:
Source: https://www.youtube.com/watch?v=WoLfDkrDfd0


How have you been doing or tried to do tissue sampling?
Same way you've always meant to; fire research limpet at thargoid, wait for limpet to detach with a sample. Only a majority of the time the limpet doesn't retrieve anything.
This is the same bug that resulted in FD terminating a CG focused around the activtiy 3 years ago, and is still broken today. It was fixed for a short period, then FCs update broke it again.

What is broken about smuggling? It is as easy as it comes, just don't get scanned.
Illegal goods (i.e purchased legally from one jurisdiction and smuggled to a jurisdiction where they are illegal) incorrectly receive a -25% price debuff, normally reserved only for stolen goods, meaning almost all smuggling generates a loss.

Community goals using stolen goods are explicitly not an option, per this post by FD.
Community Goals involving Pirated Goods is something we’re working on, but at this point we have found a few issues with them and therefore they’re not live ingame. If and when this changes, we’ll let the community know.

So, they're all broken.
 
Cargo from megaships doesn't jettison when you hatchbreak.

Issue:

Video:
Source: https://www.youtube.com/watch?v=WoLfDkrDfd0



Same way you've always meant to; fire research limpet at thargoid, wait for limpet to detach with a sample. Only a majority of the time the limpet doesn't retrieve anything.
This is the same bug that resulted in FD terminating a CG focused around the activtiy 3 years ago, and is still broken today. It was fixed for a short period, then FCs update broke it again.


Illegal goods (i.e purchased legally from one jurisdiction and smuggled to a jurisdiction where they are illegal) incorrectly receive a -25% price debuff, normally reserved only for stolen goods, meaning almost all smuggling generates a loss.

Community goals using stolen goods are explicitly not an option, per this post by FD.


So, they're all broken.
Yeah, can't argue with facts. I also just connected the dots and realised that escape hatches are not the same thing as cargo hatches. Would be nice to see these bugs being ironed out of the game.
 
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