PC Gamer Article on 1.2 Wings

Hello Commanders!

Just to clarify, we don't use level scaling for signal sources. The signals are what they are, regardless of who arrives.

*virtual hug*

Suggestion - Now if you could point at the USS and something like your scanner noise read out (to the right) gave more/less "noise" depending on the size/number of "things" in the USS? So if you got a lot of signal, you could expect a large opposition. Only get a whisper of a signal? You'll get less. The alternative is you simply fly in blind each time?
 
Hello Commanders!

Just to clarify, we don't use level scaling for signal sources. The signals are what they are, regardless of who arrives.

Great, I want to have some "Oh crap!" moments in game that don't involve me accidentally hitting boost (and I mean that).
 
Stoked to hear about sidestepping level scaling. It puts the the power (or lack thereof) back in the player's hands. Can't wait to take on a task a little too big only to retry with a different tactic and loadout in our Wing and taste that sweet victory :)
 
*virtual hug*

Suggestion - Now if you could point at the USS and something like your scanner noise read out (to the right) gave more/less "noise" depending on the size/number of "things" in the USS? So if you got a lot of signal, you could expect a large opposition. Only get a whisper of a signal? You'll get less. The alternative is you simply fly in blind each time?

From the Dev Update Michael posted earlier today:

Changes to USSs are being made so you can scan them in advance to gain an impression of the scale of the signal – beware the larger scale USSs as they might be too dangerous, especially if you’re alone!
https://forums.frontier.co.uk/showthread.php?t=116449
 
Well if we could scan it, it wouldn't be "Unidentified". Haha. I imagine the icon for the more dangerous ones will be different or larger.

No, but imagine the heat/emissions graph/reading to the right of your HUD, and that (or something like it) giving an inkling of the size/number of things at a USS. Nothing concrete, just a rough approximation of what's there by its size/amount of activity.
 
In open play, there is no way to prevent players from functionally owning a system. If players cooperate outside the game (planning and teamspeak) they can effectively do this now. Cmdrs simply interdict all players or ships not recognized, give them the group line "This system is under blockade. Sorry, you must not have gotten the message." and attempt to destroy. It's not Eve, you can't simply gate camp, and you can't take on Solo/Group players. It can be done the ED way--camp around the star in SC and chase any new contacts in Open. Wings allow you to bring more ships into it at once. It may not what hard core PvPers want (which sounds similar to griefing everyone), but I am sure there would be a response once Galnet picks up the story.

Playing with more ships sounds fun. The High Intensity Conflict Zones feel busy when I first arrive but seem to thin out pretty fast once I start shooting ships up and they start running from the conflict's core.

While the 2015 updates may be a bit meh in terms of overall long term vision, the future looks very promising and these are great steps. It takes lots of time to build great stuff. I can think of several games released early (budget) and died (budget again) before they could finish expanding on the vision.

And then we have solo mode.. which effectively nullifies any blockade in open if a group of players want to.
 
I think 4 player wings is quite limiting too.

Frankly I would like to see large fleets of players that can completely blockade a system as that would instigate real conflict between different player groups and make the universe more hostile and intriguing exploring and avoiding the different systems.

Having only 4 players limits the threat - you will always know that encounters will be a maximum of 4.

Unfortunately for you and others of similiar opinion, you want E: D to be a game which FD has stated time and again it will not (by intent of design) ever be. E: D is not about empire building, blockading systems, or balanced competitive multiplayer. Those waiting for it to become a game based around those concepts are going to be waiting a long time, and then disappointed.
 
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Hello Commanders!

Just to clarify, we don't use level scaling for signal sources. The signals are what they are, regardless of who arrives.

But it could be interesting mechanic for USS to change in strength or some other aspect based on how many ships were there broadcasting their signals. To me the USS system is logical, no one wants to have a collision at a multiple of light-speed. The USS is for safety if nothing else. In this regard, pirate ships might have a USS signal blocker for their own ship but at some risk. Capital ships are currently marked but they could also be a "USS" that have a really, really strong signature and some indication is given of that when they are picked up on the sensors, like being visible system-wide or within a much larger SC time horizon...

The USS system has potential but needs some love imho. Like some persistent USS locations (in addition to random, where a mission could say "search in the vicinity of Gas Giant X in System Y for this black box", instead of having to search the entire system. Logically if military vessels were known to be meeting somewhere or if a ship was destroyed "near X", then it would give players something more tangible to target. That would make the more rare mission of "search the entire system" something that could be given a higher value.
 
Unfortunately for you and others of similiar opinion, you want E: D to be a game which FD has stated time and again it will not (by intent of design) ever be. E: D is not about empire building, blockading systems, or balanced competitive multiplayer. Those waiting for it to become a game based around those concepts are going to be waiting a long time, and then disappointed.

We want a fun space game not one with odd limitations, what the hell can i even do with those 3 squad mates can i interact with them in meaningful ways? This game is not very fun,,,after 40 hours of gameplay. id rather just look at real pictures of space
 
We want a fun space game not one with odd limitations, what the hell can i even do with those 3 squad mates can i interact with them in meaningful ways? This game is not very fun,,,after 40 hours of gameplay. id rather just look at real pictures of space

Lol on your real pictures of space line. +rep for that alone!

But, I think others might have fun in groups of four against NPC targets, hopefully they'll be tough targets. I think it's good that everyone has different tastes.

Some won't think this is fun.

I honestly don't know if I will think it's fun. It seems like a little small in scale. So small in scale one wonders why they even do it. I guess technically it's a multiplayer game so they might be trying to reach those people. But, most multiplayer games - in my experience anyway -have massive amounts of people with whom you can interact. It's not even really 4 since you're one of them lol, so it's really 3 other people.

I like some solo games
I like some multiplayer games
This game will let me know if I like what's in between, because it's neither. And that's okay :) No one can make a game everyone likes! Except Tetris.
 
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