Original ideas for the next CG's?

Hi commanders,


I love CG's. I love seeing almost the entire player base gather in one spot, for better or worse.
But...on top of being rather pointless (it does not matter what side you are on, what side wins, there is barely any impact to the storyline/game in the end), IT IS ALWAYS THE SAME SAME! Kill pirates at the RES, blow up ships at the CZ (ground CZ's has been a nice "recent" addition though), haul/mine these commodities, ping these systems/bodies...and for any player with a ship good enough and sufficient skills, these pose absolutely no challenge (at least for the PvE part).

After more than 10 years, why can't we get the mechanics slightly tweaked to bring a bit of freshness/originality and, incidentally, make us do fun things?

For instance, could a fictional multi-trillionaire (let's call him Emon Lusk?) take an interest in the Sidewinder Appreciation Club, and ask players to go hunt pirates in a Sydey?
Of course, it would mean restricting access to the CG system to pilots flying this specific ship, limiting the local shipyard to selling only Sidewinder's, denying access to Fleet Carriers, etc...but that should be doable.
The rewards could be paint jobs, with each tier rewarding an additional paint...or maybe a triple engineered class1/2 module that would fit this kind of small ship?
I believe everybody agrees that small ships are fun to fly, so why not give a reason to pilot them?

Am I the only one somehow not satisfied with the base activities of CG's? Can't we find ways to put 4 pips to FUN?

Thoughts?
 
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I believe everybody agrees that small ships are fun to fly, so why not give a reason to pilot them?
I agree this would be nice for CGs

My expectation is that a big part of the purpose of CGs is to create ongoing gameplay without needing new game features to be implemented; they have a limited toolkit and Galnet news, and make the best of that. I don't think CGs get a lot of feature development time (though there is definitely some - over time the CGs have been getting more sophisticated and varied, with more interesting rewards)

Ship size restrictions would definitely be a cool feature to add. Though it might make more sense to add it indirectly via an installation/base type that only has small landing pads.

Of course it's been ten years with lots of new types of installation/port and none have ever been small-pads-only, so there may be some philosophical gameplay reason FDev doesn't like that approach
 
Of course, it would mean restricting access to the CG system to pilots flying this specific ship, limiting the local shipyard to selling only Sidewinder's, denying access to Fleet Carriers, etc...but that should be doable.
while the idea is kind of cute, I seriously doubt those prerequisites are anywhere easy to implement at this point without breaking the rest of the game.

I love flying small ships - not the Sidey in particular, but I am a Viper IV fanboy, and I am starting to really fall in love with the Cobra V. But imagine a CG where people aren't allowed to fly "muh Cutter". The salt would be legion.
 
while the idea is kind of cute, I seriously doubt those prerequisites are anywhere easy to implement at this point without breaking the rest of the game.

I love flying small ships - not the Sidey in particular, but I am a Viper IV fanboy, and I am starting to really fall in love with the Cobra V. But imagine a CG where people aren't allowed to fly "muh Cutter". The salt would be legion.
Sigh...
Salt, whining, and carebears are, to me, what regularly prevent the game from achieving greatness.
 
Ship size restrictions would definitely be a cool feature to add. Though it might make more sense to add it indirectly via an installation/base type that only has small landing pads.

Of course it's been ten years with lots of new types of installation/port and none have ever been small-pads-only, so there may be some philosophical gameplay reason FDev doesn't like that approach
Some Odyssey settlements are small-pad only, though that's not an important restriction for bounty/bond/exploration/research CGs because you can just swap ships for the hand-in, and for trade/rares/mining/salvage CGs it doesn't stop someone loading a carrier up with a larger ship even if it evens out the unloading pace to what the Cobra V can manage.
 
Yep,
I had a similar thought few days ago.
Very stale with usually Haul goods to X OR Haul goods to Y, or Mine (e.g.) Bromite and sell to X OR Y.
You COULD for instance have a 6 way CG - Haul goods to X OR Y and Attack Haulers to X OR Y, with the 5 and 6 CG saying DEFEND haulers to X OR Y.

Now that would be an unknown result very much unlike recent CG's where it becomes obvious after the first few (2?) hours who is going to win.
 
Some Odyssey settlements are small-pad only, though that's not an important restriction for bounty/bond/exploration/research CGs because you can just swap ships for the hand-in, and for trade/rares/mining/salvage CGs it doesn't stop someone loading a carrier up with a larger ship even if it evens out the unloading pace to what the Cobra V can manage.
I can definitely see a long queue of 20 commanders waiting in line to use the pad...
Good thing ships landed at settlements can be destroyed on the pad (unlike at starports, outposts, megaships and FC's). I'm sure the Kumo Crew would be overjoyed to participate in such a CG :'-D
 
We need a "Crime in Colonies is at an all time high. Gaols are overwhelmed" CG. Deliver supplies and bounties to the shipyards of New Australia for the construction of new Prison megaships. Commit crimes in colonies more than 250ly from prison ships to create new hotspots for the deployment of commander containment facilities.
 
commander containment facilities.
That sounds more like you’re building an SCP facility, not a prison.

Although…

Joking aside, that could be an interesting idea but I’m not going to massacre my own colonists to get a prison megaship nearby.
 
Joking aside, that could be an interesting idea but I’m not going to massacre my own colonists to get a prison megaship nearby.
There are crimes that aren't just murder in game. It could be done completely non violently if people want that. It just happens to be that most players are murder hobos so that's basically step 1 for most people is a side of violent crimes.
 
Missed opportunity for this week, but for future ideas - Aisling Duval Passenger missions - Underground Railroad (in SPAAAAAACE!!!!!) to ferry imperial slaves to freedom.
 
while the idea is kind of cute, I seriously doubt those prerequisites are anywhere easy to implement at this point without breaking the rest of the game.

I love flying small ships - not the Sidey in particular, but I am a Viper IV fanboy, and I am starting to really fall in love with the Cobra V. But imagine a CG where people aren't allowed to fly "muh Cutter". The salt would be legion.
Imagine the salt from the gankers er pirates, who cant bring in their leet FDL and would have to actually have a fair fight :ROFLMAO:
The Cobra V is an amazing ship.

O7
 
Well, I took the Sidewinder as an example in my original post, but we could then get another one with Eagle, Viper, Cobra...T9 (kidding...or not)...
 
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Depends, could be all frags, PAs/Cytos, Rails/Enforcers, Seeker groms/PAs, Grom bombs/Frags. The combinations are endless, just need to figure out what sort of damage you want to do.

The other day I had seeker grom/cytos/PAs and gonked a Cutter Hauler. They had full prisms and shield boosters but prevented them from waking from the seeker groms. The cytos and PAs ate through the shields quickly enough and I disabled their thrusters but by then their hull was 13% as they didn't have HRPs or MRPs.
 
Depends, could be all frags, PAs/Cytos, Rails/Enforcers, Seeker groms/PAs, Grom bombs/Frags. The combinations are endless, just need to figure out what sort of damage you want to do.

The other day I had seeker grom/cytos/PAs and gonked a Cutter Hauler. They had full prisms and shield boosters but prevented them from waking from the seeker groms. The cytos and PAs ate through the shields quickly enough and I disabled their thrusters but by then their hull was 13% as they didn't have HRPs or MRPs.
Question about the Grom bombs: you mean the Rocket Propelled FSD Disrupter + FSD Interrupt experimental, correct? These are not seeker, but dumbfire.
I believe these reboot your target FSD, AND adds an EXTRA time before it gets back online, right?

Somebody recently used the new FSD seekers from the CG rewards (not the Grom bombs) on me, and since I had FSD engineered with Fast Boot, I was ready to jump 2 seconds later.

Screenshot_20250706_175938_Chrome.jpg
 
Somebody recently used the new FSD seekers from the CG rewards (not the Grom bombs) on me, and since I had FSD engineered with Fast Boot, I was ready to jump 2 seconds later.
Heh heh, I tried these in CG now and dropped them for being absolutely useless, as the CG ships don't try to escape, they flee to the protection of the megaship, hoping you will hit it and get destroyed.
I dropped them for my Seeker with Drag Experimental, and is GREAT, they can only change direction, no acceleration or boost, you can slow down to 60-80, sit back and shoot them up and shoot with a Drag Seeker every 10 secs!!!!
 
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