This makes me think, and when I think, I come up with new ideas, and I have one - a new approach to CG's that can be tied directly to BGS work as well.... by opening an CG requiring materials to be turned in, much as hauling CG's are already done - however, these specific materials would only be rewarded as mission completion rewards from the faction(s) involved in the CG.
Let's look at this in depth...
Let's use the Avalon Organisation as an example. They are sponsoring a CG in some system where they are present as the Controlling faction, and invite pilots to come work in that system, for them. Work Vouchers could then be awarded as Mission Rewards, which are required for the CG. If these are given a 0 Cr value, they could be awarded along with standard mission rewards, only during the CG and only by the sponsoring faction. This would allow for a wide variety of participation, as these could be given for every mission and mission type given by the Avalon Organisation.
Bounty Hunters could hunt, miners could mine, haulers could haul, scanners could scan - the sponsoring faction would benefit from the increased traffic, and some variety would be added to the CG pool.
Just a thought.
You ADD kids amuse me.
oh wise, old one, share us your wisdom please!
This makes me think, and when I think, I come up with new ideas, and I have one - a new approach to CG's that can be tied directly to BGS work as well.... by opening an CG requiring materials to be turned in, much as hauling CG's are already done - however, these specific materials would only be rewarded as mission completion rewards from the faction(s) involved in the CG.
Let's look at this in depth...
Let's use the Avalon Organisation as an example. They are sponsoring a CG in some system where they are present as the Controlling faction, and invite pilots to come work in that system, for them. Work Vouchers could then be awarded as Mission Rewards, which are required for the CG. If these are given a 0 Cr value, they could be awarded along with standard mission rewards, only during the CG and only by the sponsoring faction. This would allow for a wide variety of participation, as these could be given for every mission and mission type given by the Avalon Organisation.
Bounty Hunters could hunt, miners could mine, haulers could haul, scanners could scan - the sponsoring faction would benefit from the increased traffic, and some variety would be added to the CG pool.
Just a thought.
I enjoyed this video. I've never had anything to do with a "CG", but the author's point about FD squandering their greatest capital - making what should be awesome, mundane - goes to the very bones of ED's fundamental design problems.
Spaceflight itself is made mundane if the ship's not allowed to change its own speed. In ED, pilots are allowed to control their speed in supercruise (such that it even is 'controllable'), yet controlling their speed in "normal space", in a natural, intuitive way, is deemed far beyond the capabilities of ED's target demographic, and since everything cool about spaceflight happens at high speed in "normal space", what should be awesome is rendered mundane.
Then there's their obsession with smashing every. single. star. straight into the players' faces. Every. Single. Jump. Yes the stars are very pretty. Yes it's convenient for fuel-scooping... and instancing.. But in the previous games, making a close approach to a star was something awesome and special you could opt to do. Choosing whether to refuel at a star or gas giant could have various strategic, tactical or just practical rationales, but moreover, exiting hyperspace much further out in the system, perhaps out by its outer planets, or far above or below the system plane - it was kinda random in the previous games - made for fun engaging gameplay. Not knowing where in the target system you would arrive. Having to get your bearings and locate the stars and planets in the system.
Plus, entering at the periphery cemented that sense of continuity of travel, from A, to B, whereas ED has you hyperspacing right onto a star and then zig-zagging back out again..
It's all forced, ultra-linear, hand-holding scripted razzmataz, dumbed-down, unimaginative and squandering just about every core feature that made the previous Elites so great..
FD, bless 'em, just don't seem able to comprehend what Elite's really all about. They don't understand the merits of their own IP. Nothing in ED feels emergent or naturalistic, as it did in the previous games.
So even though i've never been remotely tempted to have anything whatsoever to do with an ED "community goal" and never will, i can pretty much guess exactly what they feel like to 'play'.
Spaceflight itself is made mundane if the ship's not allowed to change its own speed. In ED, pilots are allowed to control their speed in supercruise (such that it even is 'controllable'), yet controlling their speed in "normal space", in a natural, intuitive way, is deemed far beyond the capabilities of ED's target demographic.
Start of vid: You can "only use a condom so many times"....how many times would that be?
You ADD kids amuse me.