Most of you have read my laments in this week's "protect supplies" community goal thread. The lament boils down to this - it is heavily implied that both CGs revolve around getting supplies for refugees, and yet the bounty hunting CG has nothing to do with protecting supplies. There are no pirates in supercruise (a couple of players notwithstanding), there are no pirate-related signal sources, and with the exception of gankers (which limits "protection" style bounty hunting to the top 1% of Open PvPers), there is basically no threats at all to haulers in this high security system.
Of course players can go and find wanted ships in CZs using a KWS, or they can protect installations that have absolutely nothing to do with the goal of collecting supplies for refugees. Even if there was a HAZRES in the system, this too would have absolutely nothing to do with hauling food from the main star to the far away station.
So back to my point of narrative. Dear Frontier, I propose you plan CGs to match the conditions of a system, or conversely, adjust the conditions of the system to match the narrative. If the narrative is that a convoy of cargo haulers need protecting, then make the reality of the game match this - fill supercruise with NPC pirates and let me as a bounty hunter protect these haulers. In future CGs, I would love a narrative that revolves around protecting installations, because truth be told, this is epic gameplay. It's just gameplay that is totally out of place in THIS community goal. Same goes with HazRes - you could have a CG for miners, with a concurrent CG for bounty hunters to protect miners, which would make farming a RES actually feel tied to the story (even if the player miners are going elsewhere). This is the key - tying the narrative of the CG to the conditions of the CG and vice-versa. It would make a huge difference for those of us who care about such things, and it will not take anything away from those who do not. It's not even hard to do - it just requires a little bit of thought in advance and investigation / tweaking of the system where the CGs take place.
Of course players can go and find wanted ships in CZs using a KWS, or they can protect installations that have absolutely nothing to do with the goal of collecting supplies for refugees. Even if there was a HAZRES in the system, this too would have absolutely nothing to do with hauling food from the main star to the far away station.
So back to my point of narrative. Dear Frontier, I propose you plan CGs to match the conditions of a system, or conversely, adjust the conditions of the system to match the narrative. If the narrative is that a convoy of cargo haulers need protecting, then make the reality of the game match this - fill supercruise with NPC pirates and let me as a bounty hunter protect these haulers. In future CGs, I would love a narrative that revolves around protecting installations, because truth be told, this is epic gameplay. It's just gameplay that is totally out of place in THIS community goal. Same goes with HazRes - you could have a CG for miners, with a concurrent CG for bounty hunters to protect miners, which would make farming a RES actually feel tied to the story (even if the player miners are going elsewhere). This is the key - tying the narrative of the CG to the conditions of the CG and vice-versa. It would make a huge difference for those of us who care about such things, and it will not take anything away from those who do not. It's not even hard to do - it just requires a little bit of thought in advance and investigation / tweaking of the system where the CGs take place.
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