More rigid Community Goals

Now I understand that the maths may be difficult but the organiser should actually try to give the community a clue as to how much of what materials are needed, lets say the Builder down the road wanted to build a house, does he say I want Glass, Bricks, Sand, Mortar and timber delivered? or does he work out how much he needs of what material and organise for those quantities to be delivered? assuming a further 5% extra in many cases.

So for our Community Goals we should be perhaps a little more specific about quantities of what materials, supposing everyone turned up with the most profitable resource 'Palladium' in most cases, how on Earth's name are you going to build a Asteroid base out of Palladium and only Palladium, if nobody brings Explosives there will be no hole to put all the gubbins in, I realise that it may seem petty and it's only a game but if there was a list of resources and their quantities required we could actually see it coming together.

Added to this I'd like to see those CG's that don't meet their targets within that 'usually one week' time frame continue until it's reached.

As for protecting Traders, those involved in the patrol of the shipping lanes could be employed for as long as the Traders need protecting. (I don't take part in combat so I don't really know how the Combat side of CG's are concluded)
 
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