The Wings discussion thread

Wings: Should ED now support groups with in game mechanics

  • Yes, support groups/clans/organisations with some in game mechanics.

    Votes: 20 60.6%
  • No, nothing, leave it as it is.

    Votes: 13 39.4%

  • Total voters
    33
  • Poll closed .
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Drive slaving isn't happening.

Wings should be sometime this quarter.

The way this community overreacts to everything and takes a glimmer of a mention of a feature and twists it into a guarantee in 3 pages of posts I don't think you're ever going to see them give specific ETAs or dates. There is no upside for them to do it, and there is massive downside.

https://forums.frontier.co.uk/showthread.php?t=94899

Keep an eye on the announcements forum page and read the newsletter, thats the best youre going to get as far as official word.
 
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i guess there's just so few threads about it, because most people who want those features have accepted we need to wait a few more weeks until we get them.

i'm definitely looking forward to it.
 
Wings needs to have...

Some form of credit transfer between players, which is a strange omission in a game where trading has a strong focus.

With it you could have;

Inter player trading
Protection money
Player set bounties.

All that depth from a simple addition.
 
different coloured wakes that only the group can distinguish.
or a system that makes you automaticly drop out at the right wake.
 
we can already transfer funds its called abandon cargo.. sure it takes a wee bit longer but the end result is the same.. still would be nice to have it anyway to save time :)
 
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All sorts of issues come about by credit transfer, for one people will charge real money for it.

You can still do this now though. Just instead of credits, you would buy Cargo for RL money. A bit harder than if credit transfers were straight up sure, but not much really. You can even help ensure that RL trading is kept to a minimum by only allowing credits to be transferred in very close proximity (say 500m), and/or only when docked at the same station as the recipient.

I hate when games don't allow player trading. There is always a workaround, and it adds far far far FAR more to the game than it could ever detract. No game that boasts player interaction at this level should not allow player trading, and tbh, I usually refuse to play games that don't allow it (but damn Elite is good). How can you call a game cooperative in any way shape or form if you cannot effectively share resources?

On a side note, you can even impose a small transaction fee for every transfer (2-5% maybe) so that it, again, helps prevent RL trading, and other issues that may arise with player trading.
 
Some form of credit transfer between players, which is a strange omission in a game where trading has a strong focus.

With it you could have;

Inter player trading
Protection money
Player set bounties.

All that depth from a simple addition.

I'd rather they don't go that route, and i am pretty optimistic they never will.....i've seen my share of gold sellers, farming and all the crap that follows it.
 
This is from the DDA (Design Discussion Archives) under Trading:

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As for how much of this is still going to happen I couldn't tell you.

In my opinion with player to player trading there should be a set agreement made before becoming wingmen. For instance if you join with another player for bounty hunting, both players need to agree that any kill they gain is shared equally before setting out on their mission. If players want to share profits for protection it needs to be taken off the profits from the trade.

A player must not be able to pay players however much they want from their accounts. There have been a few players given billions of credits and I'm sure there will be more than a few credit exploits cropping up as the game develops. If players have the ability to pay anyone anything the economy in the game could be ruined. In GTA V there were hackers that gave themselves infinite money and proceeded to pay everyone they ever met with ridiculous amounts of money which ruined progression for everyone. If credit transfer is controlled by the game and takes only from profits or automatically splitting cash from bounties it will make a good system.
 
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I don't see any problem with inter-player cr transfer. So player 'A' gives player 'B' enough cr to buy the biggest badest ship in the world, so what? Chances are that 1) you'll never actually meet this guy. 2) If you do meet up they won't attack 3) If he does attack he won't get an auto victory aaaaaaaaand 4) If you do meet, he does attack, you do loose... how does it matter how he got the ship in the first place? ED is not a competative game.
 
Which would lead to the creation of 'mule' accounts to bypass this.

You could also limit the amount a player receives a day from players - say 10m max a day.

There are ways around it - you could implement transfers through the Bank of Zaonce, do some kind of escrow system, track and validate each transfer.

If RMT is found to be happening, implement immediate laundering checks and ban accounts
 
No need for credit transfer, just credit sharing. It'll already work for bounties, it just needs to work for any transaction.

A slider bar to set the % shared by the wing leader will do it.
 
really guys why are you bouthering.
even if goldsellers are there. and?
what can you do with credits in that game? buying ships thats it.
the war system is a joke in that game right now.
one player even 10 players cant do much difference in that game.
so why bothering. really.
it is a single player mmo nothing more. and i really dont see frontier changing that.
 
I'd rather they don't go that route, and i am pretty optimistic they never will.....i've seen my share of gold sellers, farming and all the crap that follows it.

Same here.

Some form of credit transfer between players, which is a strange omission in a game where trading has a strong focus.

With it you could have;

Inter player trading
Protection money
Player set bounties.

All that depth from a simple addition.


Inter player trading is not really required, IMO. There are enough stations with enough stock's to suffice.
Player set bounties would not require 'credit transfer' either, if they do implement a bounty system, I hope they add restrictions to not only the amount, but the frequency at which a player can set bounties and the same players at least.

Protection money, fair enough but cannister drops work as is.

It would also change 'piracy' into money extortion and probably increase the rate of those logging / playing in solo... instead of having to drop a few canisters which is laborious, I can see demands for "your insurance is 3m and your cargo 4m, transfer 6m credits into our account or die" When a trader is faced with x players in a wing, its no longer a case of dropping a few cannisters.

And then their is exploiting, turning it into a money laundering exercise. Of course, they could probably track / detect / rectify such but even so, no thanks.

All IMO of course.


Edit - Credit sharing for bounties amongst players which took part in the fight, I do agree, that should be a thing.

I know there are numerous differences (quite a lot actually) but I still can't help thinking of GTA Online and how much of a mess that all turned into due to such mechanics.
 
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It's kinda sad, that Freelancer, even in its unmodded state has a better set of multiplayer tools.

First and foremost is forming a chatroom for people invited through the ingame comms list or the friends/groups submenu.
Second - the options to transfer ingame money wirelessly. Just a matter of calling up the chatlist, selecting a dropdown menu option and typing in a sum.
Third - Transfering goods and supplies quickly, in space. That includes ammo, fuel, commodities and ideally equipment (stored in cargo) too.
Fourth - Group movement in hyperspace and supercruise. Self-explanatory - groups need to move together in one convoy, rather than agree on a destination and hope to cross the same systems along the way. It just won't work if there's ever to be an semblance of escort.
Fifth - group-specific jobs. Some things, such as mining should be particularly rewarding for groups due to a potential division of tasks.
 
It's kinda sad, that Freelancer, even in its unmodded state has a better set of multiplayer tools.

First and foremost is forming a chatroom for people invited through the ingame comms list or the friends/groups submenu.
Second - the options to transfer ingame money wirelessly. Just a matter of calling up the chatlist, selecting a dropdown menu option and typing in a sum.
Third - Transfering goods and supplies quickly, in space. That includes ammo, fuel, commodities and ideally equipment (stored in cargo) too.
Fourth - Group movement in hyperspace and supercruise. Self-explanatory - groups need to move together in one convoy, rather than agree on a destination and hope to cross the same systems along the way. It just won't work if there's ever to be an semblance of escort.
Fifth - group-specific jobs. Some things, such as mining should be particularly rewarding for groups due to a potential division of tasks.

I see 2(2+3) of those 5 points as directly negative for ED.
 
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