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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With all the buzz around the power of groups that wings will provide, I'm not seeing any discussion on how pirates will be able to or intend to put this to use. The deck's already stacked against solo or small groups of traders fending off or escaping from pirates as it is, but when facing an entire wing of them, I would expect the chance of survival when opting for anything but total submission to be about nil.

Traders can also make use of Wings, there by creating a convoy of protected vessels if you have people also flying as an escort. Or maybe the odd Q ship?
 
On the contrary, it'll make trading more fun for players with friends who bounty hunt.

But yes, once wings are introduced, being a loner will become more dangerous if you choose to trade in player populated space.

I've never been interdicted or attacked by a player and I've played since beta. The only time I've fought a player was in beta when I actively sought PvP at a known nav beacon.

Right now, the only place I know of that is rife for aggressive players is lave. And I'll be going there in a wing to seek out bounties.

I'll consider joining traders to provide protection if the wings update allows for paying a fee.

There have been a few threads like this. Where some get anxiety over wings, I only see more variety to the game. Traders have has it far too easy so far, in this galaxy of 1v1 limited life.

Those 2-3m per hour trade routes have been risk free for long enough. Once four player pirate wings start asking you to drop cargo, we might finally see greedy traders actually comply, instead of giving it the whole bravado "you'll have to work for it!" approach.

No, they won't. You either drop cargo or die instantly. Or have your three Python friends drop into the instance shortly after the interdiction to destroy the pirates.

This is how it should be. Let's see how successful escape is for you when four limpet hatch breakers hit your cargo hatch all at once.

There are so many ways to avoid piracy from other players in this game. It's about time piracy became real for traders who don't take the right precautions and expect the game to remain iWin trader sim.
 
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The problem is:
Two pirates flying together know that they will have an interesting time. They are the active part, they interdict a trader and start a figth whenever they whish.

Traders, on the other hand, never know when - or if at all - they will be interdicted. More often than not, their trip will be unevent- and peaceful. How many action-hungry figther pilots will be willing to accompany a trader on his (probably boring) trip only to be rewarded with some meager containers they will have to scoop and sell? In contrast to going on a bounty-hunt by their own or roaming a conflict zone? Not many, I guess.

So, until NPC pilots are introduced and players can hire their own NPC wings, there will be some imbalance introduced to the game...
 
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I trade in my Python, and also bounty hunt sometimes too.
I am looking forward to wings so we can travel together, (protection in numbers) and also do some escort and protection runs at the same time.
I think this will enhance trading and take the grind out of it too.
As for paying escorts, i can't see them ever making credits transferable, due to possible gold farming outside the game.
But escorts could get paid by shared bounties from attackers, or maybe a few dropped crates on arrival. Or maybe even sharing the trade profits.
Be interesting to see how FD have handled the mechanics of wings.
 
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The problem is:
Two pirates flying together know that they will have an interesting time. They are the active part, they interdict a trader and start a figth whenever they whish.

Traders, on the other hand, never know when - or if at all - they will be interdicted. More often than not, their trip will be unevent- and peaceful. How many action-hungry figther pilots will be willing to accompany a trader on his (probably boring) trip only to be rewarded with some meager containers they will have to scoop and sell? In contrast to going on a bounty-hunt by their own or roaming a conflict zone? Not many, I guess.

So, until NPC pilots are introduced and players can hire their own NPC wings, there will be some imbalance introduced to the game...

I've said this many times but wings needs to allow credit sharing for all transactions, not just bounty kills. Wing leader sets the share ratio.
 
As for paying escorts, i can't see them ever making credits transferable, due to possible gold farming outside the game.
But escorts could get paid by shared bounties from attackers, or maybe a few dropped crates on arrival. Or maybe even sharing the trade profits.
Be interesting to see how FD have handled the mechanics of wings.

You should not be able to transfer credits directly. But you could post a mission on the bulletin board, stating worth of cargo and travel distance. The game would then calculate the reward based on those factors.
 
Depends on individual playing style I guess. Was paid for convoy protection, pirated convoy I was paid to protect, spied out relevant trading routes for hours without actual "action" and had fun with it in an other space-sim. If all works out well I'll enjoy these things in fpv now. If not trading in open play will simply fade to solo and the vultures will prey on each other. I guess there's no way to predict which turn it's going to take - who is to know what player types are attracted by e:d when wing features are implemented?
 
You should not be able to transfer credits directly. But you could post a mission on the bulletin board, stating worth of cargo and travel distance. The game would then calculate the reward based on those factors.

There's no way a game engine could correctly estimate this kind of risk rate as it can not take player interaction into its reckoning - there's a personal feud against you and even scrap transports won't survive as the enemys goal is to ruin you financially? Which groups your are up against or is it just the single wannabe pirate gone astray? Do you really want to inform your potential escort forces about the full risk? Do you, as a mercenary, want to inform your valued customer that there is in fact no risk, as you aldeady have arranged secure pathways with the relevant guys? etc... just leave it to the players and support them by a trusted 3-party service to enshure payment after fulfilling a contract.
 
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I'm liking this idea....

I fly a viper and use it for trading. however its tricked out with some heavy firepower , but I'd love to be able to hire myself out as convoy cover on a high return trade route.

So I'd make money for carrying a bit of stuff in my ship and extra credits for accompanying a lumbering type 7 on the same route with the added fun of fighting off 4 or 5 slower less well armed ships than mine when they try an ambush.

Pity we cant have carrier clamps..... a type 7 lumbering along just ripe for the picking , gets bounced by 6 pirates, then it releases 4 vipers to add to the fray..... :eek::D
 
Poor poor traders...

For every 7 days of playing, twice they get interdicted by humans, once they get away with "cheat" submission and the only time they actually do not run nothing happens and the other player just wanted to chat or test interdiction, etc.

Wings will not change anything, but I really hope that you guys start to feel the lash of being really looted properly. At least 3 or 4 ships targetting your FSD will make certain that you do not take advantage of a "not so good" mechanic.

And please, oh please, bring your escort of pythons. Nothing make us more warm and fuzzy than knowing the insurance pay of one of those ;)

And as someone said, Alliance space given its high population density is somewhat dangerous ( made my first trip there yesterday evening and everyone was very cool and chatty ).
 
There's no way a game engine could correctly estimate this kind of risk rate as it can not take player interaction into its reckoning - there's a personal feud against you and even scrap transports won't survive as the enemys goal is to ruin you financially? Which groups your are up against or is it just the single wannabe pirate gone astray?

Where is the problem? You would not know the risk in reality either. It might be that you are lucky and reach your destination without any problems or it might be that you die. That's actually the fun part! Let's say you get 1000 credits per light year and 1.5% of the cargo value. Should be no problem.
 
PS it would be kind of lame if you would know the risk in advance, not knowing what will happen is actually the point of escorting someone.
 
Where is the problem? You would not know the risk in reality either. It might be that you are lucky and reach your destination without any problems or it might be that you die. That's actually the fun part! Let's say you get 1000 credits per light year and 1.5% of the cargo value. Should be no problem.

It's not about problems, it's about player interaction. Bargaining prices and building up reputation is a game in itself.
 
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