The only thing one dimensional is this post. You obviously missed, or just plain didn't bother reading the part in my OP stating that the missions would stay exactly the same... essentially being small ranking filler for normal operations in the bubble. The current rate at which players gain naval rank through missions is incredibly slow. Wayyy too slow. Hence why most tend to sit and click charity missions all day instead of actually playing the game. Allowing players to gain substantial rank through handing in combat bonds is the point here. Where do you think private contractors operate??? Why do you think they are armed? Why would someone gain reputation / military clearance for hauling biowaste in peaceful territory and nothing from helping defend their assets with their lives?
I still don't understand how anyone could be against this as all the lazy CMDRS could still continue to stare at their bulletin board and rank up while players who actually want to play the game will have a dependable and meaningful way of doing so.
I'm not against shooting. It's just that this is "the way" most things are achieved as it is. By prioritising it as the most efficient, then all you do is make it defacto.
This, then, is no different to spamming donation missions. Or anything else. It's not solving anything, just shifting which is the most effective, and thus what CMDRs do to grind rank. To make bonds gain naval rank, you have to introduce missions that require bonds to gain rank. The problem with this approach is that slaughtering many pirates, for example, creates negative influence. So now you gain for one faction, but destroy influence with another. If the same is true for CZ combat, then once again you are gaining influence with one group, only to lose it with another.
So adding more mission types that are combat, over the existing? it's quite doable as clearly more types have been added - but it's still just shifting the deck chairs around - and causes distortion of influence that will create negative gearing against one or more factions you are actually trying to curry favour with. If you are hostile with a faction, they will offer missions you cannot accept as you're not aligned (indeed are likely to be classed as hostile).
So before you claim my response is one-dimensional, perhaps understanding what this will do to faction influence, might be in order (hint: this will not be as productive as you believe).
The issue of slow rank progression has very little association with how it's gained, but what the influence amount is and how that translates to rank progression. It's once again been nerfed via additional missions being added (bumping donation and combat missions) and stations where factions were in massive decline (and thus spewing donation missions) -- which haven't appeared to actually influence the BGS -- either now do, or Frontier went and artificially pushed them back out of bust type states.
Ranking is now painful again; it swings back and forth as Frontier make a combination of determined, and arbitrary changes. This is partly because declining systems (that were effectively endlessly stuck in this state) appear to have been 'fixed' and because Frontier have apparently decided it should really suck making rank for cutter and corvette, despite a fair whack of the player base already having the rank required.
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The progress bar has been fixed; RNG is still in play, so the progress bar does not track in a linear fashion, it instead reports percentage of rank gained, thus will almost certainly not move much if 'low' influence missions are selected, and will move sporadically if 'medium' or 'high' influence missions are completed. It took me a good two weeks of fairly solid numbers of hours, to make Marquis and then Duke. The days of knocking over a rank level in about a day of spamming missions, are long gone.
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