Or was it only good because of the money?
This could use its own discussion, because I think the high profits had potential to create new gameplay or enhance some existing gameplay.
For carrier owners it was mostly business as usual, except it was much more valuable to organize with others to load/unload the carriers for a faster turnaround.
Does this part of carriers actually get enough play without these kinds of CGs? I get a feeling most don't really participate in it outside of mining commodities.
Could it have been even better? Say if carriers were easier to load from large pads, but could only be offloaded for the CG at a station with medium pads (Like Rackhams Peak works). This would hopefully make cooperating to unload a carrier even more valuable/required. Also slowing it down and allowing more people to participate while spreading out the profits. On top of all that it'd also motivate some different ship use.
Near the end of the CG I saw carriers drained of 12k+ tons of tritium before I could make a 7-8min trip to the station and back to the carrier.
Even the day before the end finding stock or hunting for a good deal was kind of it's own minigame. That part of it heavily depends on external tools or communication though and would be significantly better in-game if we had some quality of life features related to carriers on the system map/nav panel such as hiding un-dockable carriers.
Normally the trade enviorment is fairly static and there's a reliable optimal answer for what you should trade. You can almost always expect stations nearest to the CG to get drained of the profitable stuff pretty quick though.
But with this many carriers around things start changing so quickly it becomes an entirely different thing adding unique factors to consider beyond price that usually wouldn't come up.
Is this emergent gameplay? Glimpses of what a more player run economy could look like? Is it actually fun or just stressful multitasking or gambling compared to straightforward A-B space trucking?
This could use its own discussion, because I think the high profits had potential to create new gameplay or enhance some existing gameplay.
For carrier owners it was mostly business as usual, except it was much more valuable to organize with others to load/unload the carriers for a faster turnaround.
Does this part of carriers actually get enough play without these kinds of CGs? I get a feeling most don't really participate in it outside of mining commodities.
Could it have been even better? Say if carriers were easier to load from large pads, but could only be offloaded for the CG at a station with medium pads (Like Rackhams Peak works). This would hopefully make cooperating to unload a carrier even more valuable/required. Also slowing it down and allowing more people to participate while spreading out the profits. On top of all that it'd also motivate some different ship use.
Near the end of the CG I saw carriers drained of 12k+ tons of tritium before I could make a 7-8min trip to the station and back to the carrier.
Even the day before the end finding stock or hunting for a good deal was kind of it's own minigame. That part of it heavily depends on external tools or communication though and would be significantly better in-game if we had some quality of life features related to carriers on the system map/nav panel such as hiding un-dockable carriers.
Normally the trade enviorment is fairly static and there's a reliable optimal answer for what you should trade. You can almost always expect stations nearest to the CG to get drained of the profitable stuff pretty quick though.
But with this many carriers around things start changing so quickly it becomes an entirely different thing adding unique factors to consider beyond price that usually wouldn't come up.
- Are there better deals?
- Are there deals that are better just because they're a shorter trip?
- Will there still be stock by the time I get there?
- Should start and commit to a trip to buy something now or wait 30s in hopes a better(or less risky to be a bust) deal pops up?
Is this emergent gameplay? Glimpses of what a more player run economy could look like? Is it actually fun or just stressful multitasking or gambling compared to straightforward A-B space trucking?