Please re-incentivise engagement with new thargoid content...
Example: AEGIS 3rd CG
Instead of only ONE progress bar going up the tiers, have one for each material.
A. Explosives: Common, and easy to haul thousands from next door with a T9.
B. Micro Controllers: Uncommon, players must get supplies at multiple stations.
C. Thargoid Samples: Rare as hen's teeth, high risk NEW CONTENT ENGAGEMENT.
So, why not be able to return EITHER A, B or C in variable quantities and still be able to progress up the reward tiers instead of CMDR's "refusing to waste their time" on the very hard C option due to distance from farming grounds in the Pleiades and limited corrosion resistant rack capacity, returning less than 20 or so at a time...
The current mechanic appears to penalise option C and B while it's significantly easier, quicker and more rewarding to just do A, rinse and repeat.
Suggestion: ALL THREE item goals must be met to complete any given tier, and even though option A is at tier 5, if option C is only at tier 2 on expiry that is the maximum global reward that is achieved.
Example weighting: (Multipliers are arbitrary - FDev please balance accordingly)
A. Common at tier 5 = 20,000,000 units
B. Uncommon at tier 5 = 2,000,000 units
C. NEW CONTENT rare = 20,000 units
While this may receive some backlash from the player base it would INSIST that people actually go and engage with the new content instead of defaulting to the easy option, and reward those who are already enjoying the new content by applying balance to their actions such that it's as rewarding as the other two options.
And, now you've put all this time and effort into creating all this awesome new stuff, would perhaps a way to market it be a sensible idea? Some (but not all obviously) players will do as little as possible for the biggest reward (See Sothis, Quince, Rhea, etc...) because they want the shiny stuff that costs mucho CR's...
As it stands, those who want to gank your scary monsters and collect the pieces are being dis-incentivised from participating in the CG's, as are those who'd like to run around in medium ships collecting the uncommon bracket of materials. The CG says "huge quantities of Thargoid material" but how much are you actually getting, any at all?
You would like more CMDR's coming out to play with your new pets, no?
PS: While I'm thinking about it, why are we not seeing variable commodity weights, like the Gold in kilograms and Gem Stones in grams like the original 84 Elite? Tissue samples could surely be collected by the gram, could Micro Controllers and other uncommon materials be traded in kilos? A change such as this might integrate quite nicely with the way CG's appear to be handled already, and fit weighted requirements.
.../thinkingcapson
Example: AEGIS 3rd CG
Instead of only ONE progress bar going up the tiers, have one for each material.
A. Explosives: Common, and easy to haul thousands from next door with a T9.
B. Micro Controllers: Uncommon, players must get supplies at multiple stations.
C. Thargoid Samples: Rare as hen's teeth, high risk NEW CONTENT ENGAGEMENT.
So, why not be able to return EITHER A, B or C in variable quantities and still be able to progress up the reward tiers instead of CMDR's "refusing to waste their time" on the very hard C option due to distance from farming grounds in the Pleiades and limited corrosion resistant rack capacity, returning less than 20 or so at a time...
The current mechanic appears to penalise option C and B while it's significantly easier, quicker and more rewarding to just do A, rinse and repeat.
Suggestion: ALL THREE item goals must be met to complete any given tier, and even though option A is at tier 5, if option C is only at tier 2 on expiry that is the maximum global reward that is achieved.
Example weighting: (Multipliers are arbitrary - FDev please balance accordingly)
A. Common at tier 5 = 20,000,000 units
B. Uncommon at tier 5 = 2,000,000 units
C. NEW CONTENT rare = 20,000 units
While this may receive some backlash from the player base it would INSIST that people actually go and engage with the new content instead of defaulting to the easy option, and reward those who are already enjoying the new content by applying balance to their actions such that it's as rewarding as the other two options.
And, now you've put all this time and effort into creating all this awesome new stuff, would perhaps a way to market it be a sensible idea? Some (but not all obviously) players will do as little as possible for the biggest reward (See Sothis, Quince, Rhea, etc...) because they want the shiny stuff that costs mucho CR's...
As it stands, those who want to gank your scary monsters and collect the pieces are being dis-incentivised from participating in the CG's, as are those who'd like to run around in medium ships collecting the uncommon bracket of materials. The CG says "huge quantities of Thargoid material" but how much are you actually getting, any at all?
You would like more CMDR's coming out to play with your new pets, no?
PS: While I'm thinking about it, why are we not seeing variable commodity weights, like the Gold in kilograms and Gem Stones in grams like the original 84 Elite? Tissue samples could surely be collected by the gram, could Micro Controllers and other uncommon materials be traded in kilos? A change such as this might integrate quite nicely with the way CG's appear to be handled already, and fit weighted requirements.
.../thinkingcapson