I've been considering how well constructed CGs can reduced the feeling of "grindiness" in the game. To that effect I imagined a Passenger transport CG:
As a result of _______ [insert war/alien attack/other cataclysm here], system X is in the midst of a refugee crisis.
CG1 (passenger) - All passenger missions on the system become refugee transport missions going to one of many distant systems willing to accept them. There's some number of millions of refugees to transport and all CGs end when that number is successfully transported.
CG2/3 (combat) - combat zones appear in the system where system defense forces fight raiders/pirates/attackers. If the system defenders reach their top reward tier first, CG 1 may continue and CG 2/3 end. If the raiders win, all CGs end. The raider side is incentivized with more credits and their players are awarded slaves proportional to their tier and the number of remaining refugees.
This is a bit involved, but I think it's implementable with the systems currently available in the game. I also think the structure sets up a narratively consistent tension between player groups, as the heavier incentives for the raiders gives passenger transport players a sense of urgency. Combine this with some compelling writing and I think we'd the start of a compelling CG which adds much needed narrative interest to the game experience.
What do people think? I'm new to the forum (and the game) so apologies if there's a better place for such suggestions or if there already have been passenger transport CGs.
As a result of _______ [insert war/alien attack/other cataclysm here], system X is in the midst of a refugee crisis.
CG1 (passenger) - All passenger missions on the system become refugee transport missions going to one of many distant systems willing to accept them. There's some number of millions of refugees to transport and all CGs end when that number is successfully transported.
CG2/3 (combat) - combat zones appear in the system where system defense forces fight raiders/pirates/attackers. If the system defenders reach their top reward tier first, CG 1 may continue and CG 2/3 end. If the raiders win, all CGs end. The raider side is incentivized with more credits and their players are awarded slaves proportional to their tier and the number of remaining refugees.
This is a bit involved, but I think it's implementable with the systems currently available in the game. I also think the structure sets up a narratively consistent tension between player groups, as the heavier incentives for the raiders gives passenger transport players a sense of urgency. Combine this with some compelling writing and I think we'd the start of a compelling CG which adds much needed narrative interest to the game experience.
What do people think? I'm new to the forum (and the game) so apologies if there's a better place for such suggestions or if there already have been passenger transport CGs.