No trading CG?

I have a crazy suggestion... After two+ years... How about CGs with new gameplay?


Great thinking [up]

For example:

Have two CGs running in competition in separate systems (say 100 ly apart) . Call them System A and System B.

System A will occasionally offer you extra credits to bring your cargo to their CG instead, but you would have to kill n pirates in their system before delivery. Time constraint on the deal of one hour.

System B will occasionally offer you extra credits to bring the cargo to their CG, but you must provide illicit cargo obtained by shooting ships of xyz faction. Similar time constraint.

The details can change, and the credits have to be sufficient to be enticing, but the point is the CGs would favor ships that are built for more general duties, rather than having the top percentiles always won by commanders using either mega-tonnage ships equipped mainly for cargo without combat, or hyper-specialised combat ships without cargo.
 
I have a crazy suggestion... After two+ years... How about CGs with new gameplay?

Even small changes to existing gameplay would be an improvement, or at least give us some variety.

  • CG goods are delivered at T9s in USS placed in the target system - this allows CGs for systems with no stations.outposts e.g. colonisation.
  • Mining CGs for resources that can only be mined in a unique RES - this allows for rare goods such as Baltha'Sine vacuum krill to be mined. Also the accompanying "protect the miners" CG will actually mean something.
  • Rescue type CGs where escape pods or slaves are handed over to a grateful recipient rather than just sold at the market.
  • Exploration CGs that only allow data from a specific region of space.
  • CGs that are set up to fail without a herculean effort from the community.
 
Great thinking [up]

For example:

Have two CGs running in competition in separate systems (say 100 ly apart) . Call them System A and System B.

System A will occasionally offer you extra credits to bring your cargo to their CG instead, but you would have to kill n pirates in their system before delivery. Time constraint on the deal of one hour.

System B will occasionally offer you extra credits to bring the cargo to their CG, but you must provide illicit cargo obtained by shooting ships of xyz faction. Similar time constraint.

The details can change, and the credits have to be sufficient to be enticing, but the point is the CGs would favor ships that are built for more general duties, rather than having the top percentiles always won by commanders using either mega-tonnage ships equipped mainly for cargo without combat, or hyper-specialised combat ships without cargo.

We had CGs directly competing with one another, in the past. They were, generally speaking, a disaster. Not that they weren't fun, but Elite players are what they are - they don't like being "griefed" by others, working against them.
I remember it was quite a ruckus on the forums.
 
Last edited:
Even small changes to existing gameplay would be an improvement, or at least give us some variety.

  • CG goods are delivered at T9s in USS placed in the target system - this allows CGs for systems with no stations.outposts e.g. colonisation.
  • Mining CGs for resources that can only be mined in a unique RES - this allows for rare goods such as Baltha'Sine vacuum krill to be mined. Also the accompanying "protect the miners" CG will actually mean something.
  • Rescue type CGs where escape pods or slaves are handed over to a grateful recipient rather than just sold at the market.
  • Exploration CGs that only allow data from a specific region of space.
  • CGs that are set up to fail without a herculean effort from the community.

All good ideas, all needing developer time to programme new mechanics into the game. All CGs are collect *thing* deliver to CG station.

Currently, we no longer get any type of global rewards. The last was the Chrome eagle, past that I have no idea, can't remember..
(Yet the global reward text is STILL left in the rewards section... "Anyone know what the global rewards are?"x1000)

We no longer get any CGs that unlock non credit rewards at tiers. I.e. station services. Again can't remember the last one..

Any set ups that create emergent gameplay. The community does a good job of pointing these out. Are quickly forgotten to be never repeated... Another BHing or Trade CG anyone?

But then again... They have added an unexpected change to how competing combat CGs interact in 2.3... So they still do changes occasionally.

And there was a good CG which was different in so much that the persistent POI was for both BH and salvage... And that's what I think they miss out on, is location dynamics. But will it get remembered?

Maybe they are waiting to do an overhaul on CGs?
 
We had CGs directly competing with one another, in the past. They were, generally speaking, a disaster. Not that they weren't fun, but Elite players are what they are - they don't like being "griefed" by others, working against them.
I remember it was quite a ruckus on the forums.

Well, that's happening in the bog standard CGs we have now, and most have kind of got used to the idea. It's unfortunately driven many to do the CGs in solo (which of course is counter to the notion of community) but we live with it.

If we can develop CGs that don't encourage use of big expensive ships and/or a long collection time for each trip, more players would be able to take risk of loss of ships/cargo (occasionally) on the chin. Ultimately its time lost, either in time spent fetching a load if it requires long distance travel, or time invested in the ship rebuy cost, that hurts players in open.
 
All good ideas, all needing developer time to programme new mechanics into the game. All CGs are collect *thing* deliver to CG station.

You are right. It's the developer effort required that makes this sort of thing unlikely. And the list I provided would only require small changes to achieve.

And there was a good CG which was different in so much that the persistent POI was for both BH and salvage... And that's what I think they miss out on, is location dynamics. But will it get remembered?

This is the sort of thing they should be using much more of.

I'm sure there are lots of pieces of gameplay that would add up to enjoyable CGs. But sometimes it's even just the subtle things that make one CG a little bit different - such as the delivery station having noobhammers.
edit - I hope there's a CG soon at one of the new asteroid bases.
 
Last edited:
A CG at an outpost would encourage co-operation in open play between small and big ship players. Wasn't this organized 'privately' before by Hutton Truckers ?

- - - Updated - - -

I hope there's a CG soon at one of the new asteroid bases.

The Big Carrier Ships just introduced might offer some variations, once we get access to them (rather than just flying round them) :)
 
The Distribution Centers in Famine Systems have streams of Sidewinders receiving cargo released by T-9s.

A CG could be designed with this mechanism .... scoop cargo released by T-9s and take it to a nearby outpost (small ships ideal for this).
 
Anyway I bought a Python:))
Not quite A rated, but my FAS may get cashed in:)
Trading CG's are relaxing....................aaaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhh:)
BB
 
Back
Top Bottom