COMPLETED CG Maintain Reorte's Alliance Membership (Trade)

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Deeply conflicted on this one. On the one hand, withdrawing from the Alliance to "make a statement" feels like the kind of thing my nieces would do in response to me insisting that birthday cake is not a breakfast food. On the other hand, Reorte is fairly similar to retort, and there's possibly a wealth of Brexit-style Galnet headlines there... 🤔
 
Traders probably don't usually bother with heatsinks at all.
This could well be true; but personally I like to have 'em to break scans in case I'm scanned carrying illicit goods or illegal passengers.

Still, not the most compelling super-engineered module 3vah. Now if it had been lightweight and extra ammo, I could see explorers taking an interest.
 
Still, not the most compelling super-engineered module 3vah. Now if it had been lightweight and extra ammo, I could see explorers taking an interest.
Yeah, I don't see the appeal. If you're exploring, you want lightweight or don't care about a 0.02LY drop. If you're in the bubble, you're not going to run out of heatsinks. In either case, synthesis.
 
This could well be true; but personally I like to have 'em to break scans in case I'm scanned carrying illicit goods or illegal passengers.

Still, not the most compelling super-engineered module 3vah. Now if it had been lightweight and extra ammo, I could see explorers taking an interest.

I use lightweight on my explorers/travelers/taxi ships
And Increased Ammo on everything else - so i do find it more than useful
 
Still, not the most compelling super-engineered module 3vah. Now if it had been lightweight and extra ammo, I could see explorers taking an interest.

I use lightweight on my explorers/travelers/taxi ships
And Increased Ammo on everything else - so i do find it more than useful

It's worth bearing in mind that not everyone in the community has engineering fully unlocked. It's a pretty daunting aspect of the game if you're fairly new, and even if you're fairly old like me, parts of it are locked behind gameplay loops that aren't necessarily appealing or accessible for everyone. These modules may not be appealing if you've got better alternatives via engineering, but for me? I don't have access to lightweight heatsinks yet, and I don't have a stockpile of synthesis resources built up. I do occasionally clip the edge of a neutron star or get interdicted at the wrong moment in my jump cycle.

It's certainly more of a "sure why not" reward than an "omg must have", but there's an argument to be made that items that might be (or seem) useful to newer players are a good way to coax them into participating in things like CGs. I have always enjoyed the premise of CGs (player activity affecting story beats, etc), but I'd always seen it as a "something for later" activity, because at face value the appeal for a new(er) player isn't necessarily there. The payout/bonus that you're shown upfront doesn't seem particularly big - it's not until you start actually delivering the materials and see how much you're earning per commodity that it really clicks why this is worth doing. Anything that helps coax newer players into participating and making that discovery seems non-terrible to me. Not every CG can drop a super fantastic endgame item, throwing in some middling niche-use stuff seems fine to me.
 
I can see this module being of interest to the Anti-Xeno crowd (if the reload time isn't too long). Explorers want the lightweight mod and Traders probably don't usually bother with heatsinks at all.
This was my first thought as well - an intriguing choice considering that the whole Sirius pact is (nominally) about boosting anti-xeno defenses.
 
These modules may not be appealing if you've got better alternatives via engineering, but for me? I don't have access to lightweight heatsinks yet, and I don't have a stockpile of synthesis resources built up.
Well, in the absence of engineering, I hope you at least have a carrier or a Cutter /s, because these are the assets of the commanders you will be going up against.

Honestly, I don't understand this FOMO practice. I mean... I kinda understand it.... Players compete for a higher spot, they play more, game key figures are better in reports. But, would it kill them to just give the same rewards to all participants?
 
Honestly, I don't understand this FOMO practice. I mean... I kinda understand it.... Players compete for a higher spot, they play more, game key figures are better in reports. But, would it kill them to just give the same rewards to all participants?

Yeah, this is definitely something offputting about CGs, particularly when they throw on an extension and the goal posts all shift dramatically. The fact that the top end players with carriers/etc end up "diluting" the contributions of us folks down at the bottom is a little frustrating, and it's what has stopped me from participating in a lot of CGs up until now. I can see the value in % based thresholds for rewards (it encourages players to engage with the gameplay loop in an ongoing way, rather than reaching a goal post and then stopping), but it's far less inviting to the newer and/or more casual player. Encoraging people to take part while also encouraging people to engage longer is a tricky balance, but tbh I feel like FDev haven't tried hard enough to find a solution that works here.

Still, I managed to stay comfortably in the 50% bracket for the final Colonia bridge CG a couple of weeks ago, just with my junky unengineered Type 9, and it got me across the line to Trader Elite in the process (20 mil per trip was a nice payout!), so hopefully I can manage something similar this time and score some tangible swag out of it.
 
Yeah, this is definitely something offputting about CGs, particularly when they throw on an extension and the goal posts all shift dramatically. The fact that the top end players with carriers/etc end up "diluting" the contributions of us folks down at the bottom is a little frustrating, and it's what has stopped me from participating in a lot of CGs up until now. I can see the value in % based thresholds for rewards (it encourages players to engage with the gameplay loop in an ongoing way, rather than reaching a goal post and then stopping), but it's far less inviting to the newer and/or more casual player. Encoraging people to take part while also encouraging people to engage longer is a tricky balance, but tbh I feel like FDev haven't tried hard enough to find a solution that works here.

Still, I managed to stay comfortably in the 50% bracket for the final Colonia bridge CG a couple of weeks ago, just with my junky unengineered Type 9, and it got me across the line to Trader Elite in the process (20 mil per trip was a nice payout!), so hopefully I can manage something similar this time and score some tangible swag out of it.
Partly its the not thought through side effect of fleet carriers. Before FCs if i wanted it bad enough i could usually just make, often just just miss but within one or two additional hauls sort of a difference, top 75%.

in a sidewinder.

Still can sometimes in less popular cargo CGs but its getting rarer and rarer.

That being said, FCs have in added a certain fun to some CGs (like the Scriveners one not long ago) where the community event really was a COMMUNITY activity, co-coordinating jumps in and out and who was going with what carriers to load up, what order we were unloading them in.

This current one on the independent side has the potential to be like that, if there are enough pilots passionate about the story instead of the goodies (im in this one for the goodies, or as best i can be in a sidey anyway).
 
It's worth bearing in mind that not everyone in the community has engineering fully unlocked. It's a pretty daunting aspect of the game if you're fairly new, and even if you're fairly old like me, parts of it are locked behind gameplay loops that aren't necessarily appealing or accessible for everyone. These modules may not be appealing if you've got better alternatives via engineering, but for me? I don't have access to lightweight heatsinks yet, and I don't have a stockpile of synthesis resources built up. I do occasionally clip the edge of a neutron star or get interdicted at the wrong moment in my jump cycle.

It's certainly more of a "sure why not" reward than an "omg must have", but there's an argument to be made that items that might be (or seem) useful to newer players are a good way to coax them into participating in things like CGs. I have always enjoyed the premise of CGs (player activity affecting story beats, etc), but I'd always seen it as a "something for later" activity, because at face value the appeal for a new(er) player isn't necessarily there. The payout/bonus that you're shown upfront doesn't seem particularly big - it's not until you start actually delivering the materials and see how much you're earning per commodity that it really clicks why this is worth doing. Anything that helps coax newer players into participating and making that discovery seems non-terrible to me. Not every CG can drop a super fantastic endgame item, throwing in some middling niche-use stuff seems fine to me.
But as someone who hast not unlovked those engineered now, with which ship are you participating and would have a chance to be in the top ranks for 2 or 3 modules? And would this effort be less than unlocking the engineer? 😉
 
I hope you at least have a carrier or a Cutter /s, because these are the assets of the commanders you will be going up against.
Unfortunately, Cutter or T9 can compete with a carrier only during the first days, when there is enough supply present on local stations. Once this supply runs out, carriers become more efficient than long-distance flights and\or long SC times.

Funnily enough, FD could easily put a stop to this - by adding a hidden flag to any commodity that goes into carrier's hold. Once that flag is set, said commodity does not count for CG. They're already doing this for mining CG, if metal or mineral in question can be both mined and purchased (e.g. gold). Such flag would not prevent using carriers as, well, carriers - it can still take several CMDRs on board, make a jump to supply point, CMDRs fill their ships, carrier jumps back to CG station.
 
Unfortunately, Cutter or T9 can compete with a carrier only during the first days, when there is enough supply present on local stations. Once this supply runs out, carriers become more efficient than long-distance flights and\or long SC times.

Funnily enough, FD could easily put a stop to this - by adding a hidden flag to any commodity that goes into carrier's hold. Once that flag is set, said commodity does not count for CG. They're already doing this for mining CG, if metal or mineral in question can be both mined and purchased (e.g. gold). Such flag would not prevent using carriers as, well, carriers - it can still take several CMDRs on board, make a jump to supply point, CMDRs fill their ships, carrier jumps back to CG station.
But that would also make it impossible for the bubble to come to the aid of Colonia hauling CGs. And carrier impact is not that great, with a Cutter I'm still faster if I don't have more than 4 jumps. Using a carrier doubles loading and unloading actions. Also moving cargo between ship and carrier is terribly slow.
 
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But that would also make it impossible for the bubble to come to the aid of Colonia hauling CGs.
Take several CMDRs on board and fly them to Colonia.

And carrier impact is not that great, with a Cutter I'm still faster if I don't have more than 4 jumps. Using a carrier doubles loading and unloading actions. Also movong cargo between ship and carrier is terribly slow.
Depends on actual conditions. If the only good supply point is 150Ly and\or 500K Ls away, doubling loading\unloading ops becomes a faster alternative.
 
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