Beyond 3.0 - C&P and Wing missions

I'll be honest, I'd do a 1000t winged cargo mission in my T6. I like the concept of doing several cargo runs to complete a single job much more than picking lots of little jobs, usually requiring mode switching and board flipping just to fill my hold.

Same here, but it seems like this way you can 'pay' your buddies to escort you (better than dividends).
 
How would you balance that?

Lets say that I take a mission designed for a solo player to complete; kill a pirate lord as an example.

Then, just because I am in a wing, all my wingmates get the same mission... we all jump in and completely gank the pirate lord in 20 seconds, and everyone gets the reward?

No... Wing missions needs to be in its own category where the challenge is scaled based on the fact that it is a winged mission.

EDIT: This can be done currently btw, but without the other CMDRs getting any reward... for the other CMDRs, it should be a truly altruistic action, to help a fellow CMDR complete his single player mission.

Balance what? There is nothing to balance. If 4 people want to gang up on the same pirate lord for no additional reward - why the heck would anyone object to that?

I'm asking why the game is essentially hostile to people who want to do it together, especially in the UI sense.
 
Is it me or this wing missions design you offer bigity feels like tailored towards fastracking newcomers? :)

No, it's about being able to get new people into the game, by being able to easily help.

If you want newcomers fasttracked, you send them to AQ with some economy passenger cabins and Netflix -- hardly a thrilling activity to entice new folks.
 
Does that mean that if I'm short on cash for an upgrade I can take a mission, sell the cargo, buy the upgrade, earn some cash with the upgrade, buy the cargo I sold (maybe cheaper from somewhere else) and still complete the mission? That's awesome!

I don't think so, because mission cargo is typically marked as such, and can't be replaced. You will fail the mission as soon as you sell/lose any of it.
 

Dominic Corner

Mostly Harmless Programmer
Frontier
Balance what? There is nothing to balance. If 4 people want to gang up on the same pirate lord for no additional reward - why the heck would anyone object to that?

I'm asking why the game is essentially hostile to people who want to do it together, especially in the UI sense.

Hi there,

So, if I've got this right, essentially what you're describing is shareable missions which aren't balanced towards wings and don't give out mission rewards to other members, but still employ the utilities of wing missions to guide non-mission-owner players towards the goals?

Thus if I were on an assassination mission and the dread pirate lord Barry Placeholder was too hard for me, I could invite my friend Bob in to help me and life would continue for him as if this were a wing mission except without the rewards?

Thanks,
Dom
 
Hi there,

So, if I've got this right, essentially what you're describing is shareable missions which aren't balanced towards wings and don't give out mission rewards to other members, but still employ the utilities of wing missions to guide non-mission-owner players towards the goals?

Thus if I were on an assassination mission and the dread pirate lord Barry Placeholder was too hard for me, I could invite my friend Bob in to help me and life would continue for him as if this were a wing mission except without the rewards?

Thanks,
Dom

To a degree. What he is asking for is that ALL cargo, assassination, and massacre missions be migrated into wing missions so that any of these mission types can be done either solo or with friends at the drop of a hat. If the wing missions were generated with a wide variety of difficulty then some could be soloed like the typical missions are today, but then some would be generated with much higher difficulty, where a player could either attempt them solo or wing up with others to do so. Essentially a low difficulty wing mission would just be a normal single player mission, but with the possibility of also having friends come along too.

Not all cooperative wing missions need to be super challenging, it would be nice to include some "easy" ones too so that wings could just have stress free fun together.

The big thing to note here though is that the new wing mission feature can relatively easily be tailored (with variable difficulty levels) to completely replace normal single player missions of the same types. The big, huge gain being that any of these missions could then be done either solo or in wings. There is only so much real estate on the mission boards, so why have two different categories (solo and wing) when you don't really need them?
 
Loving the way this is going.

Everything should be shareable in your wing, the rewards too. This would be a complete game-changer for people who want to play with friends.
 
Loving the way this is going.

Everything should be shareable in your wing, the rewards too. This would be a complete game-changer for people who want to play with friends.

Yes. I'd rather have this simple social tool than many of the more overbearing suggestions (squadrons etc). As a lone player I'd also be happy to see a higher cap on mission difficulty.
 
Hi there,

Can you give an example of something you can't do as a wing with single player missions already that you would like to be able to do?

Other than using the mission depot for carrying goods for the mission.

Thanks,
Dom

Well, I'd like to get full combat XP share for killing any hostiles during said mission. As opposed to getting a mere fraction, just for playing with a crew/wing.
 
With wing missions, the effort is increased to expect multiple people to be required (though you can attempt them on your own and I expect some of the super awesome pilots out there to surprise us) and so, I beleive, the rewards are generally intended to be greater and we duplicate them out to each player involved.

Awesome, sounds like challenging and rewarding.
 
I would like to see Wing Missions that Contract Border Patrols, and Station Defense,
against the Bugs, and any other threat.

Why not have Escort Services, for Players that Need or Want Extra protection on a run, or Mining expedition, ect.

This could also be used for Squadrons and their Flag Ship, to earn Credits and Rank, in order to help run and maintain their Fleet.
 
With Notoriety, I hope they will consider expanding on it in future Episodes. One obvious area of expansion would be to have a seperate Notoriety Counter for each Super Power, & another one is have it cover *all* criminal activities, but with varying point counts depending on the crime. Trespass or Loitering may gain only 0.5 points each, whereas Murder might score 3 points each.

Lastly, Notoriety could also tie in to how Faction NPC's treat you. ATC might delay your access to the Station, Security Ships might be tardy turning up to help you if you get attacked. Security Ships might be more inclined to interdict you and/or scan your ship.

Indeed, notoriety could really help to enhance the roleplaying experience.
 
So on the livestream the mission they showed they had three possible rewards they could choose from.

1. Money, and a bit of rep and inf (the normal stuff)
2. Less money but more rep/inf (great stuff for rank progression)
3. Less money and an additional commodity reward.

...

commodity reward?
COMMODITY REWARD?

Frontier, please. :S

I think you're looking at it the wrong way.

Right now, you don't get to opt out of a commodity reward. With the new system, you now never, ever, EVER have to take a commodity reward again, if you chose not to take it. But there'll always be people needing those modular terminals for Qwent...
 
Commodity rewards need to be removed totally, they are an orphaned feature that serves no purpose other than for Qwent. Missions should always offer materials, and Qwents requirements should change (or make mod terminals something you can buy).
 
Commodity rewards need to be removed totally, they are an orphaned feature that serves no purpose other than for Qwent. Missions should always offer materials, and Qwents requirements should change (or make mod terminals something you can buy).

"Should..." is highly subjective. You may disagree with the design choices, but here is no "should" when it comes to this sort of thing.
Some players will collect them and find a highest-profit location to sell them at. If you don't like them, don't choose that reward. Those who like them, can choose them if they wish.
 
Judging by what I saw on the stream, the new C&P may be the most well thought through mechanic ever implemented in this game. The wing missions look interesting too, there was an "invite" button on the mission screen, I wonder if this is a matchmaking facility or if it just opens your friend list. I'm hoping for some matchmaking a'la multicrew.
 
"Should..." is highly subjective. You may disagree with the design choices, but here is no "should" when it comes to this sort of thing.
Some players will collect them and find a highest-profit location to sell them at. If you don't like them, don't choose that reward. Those who like them, can choose them if they wish.

The *have* to be removed, as quite frankly they gum up the process of engineers and getting materials. Currently on a board, out of 10 missions I have about 7 that offer commodities and 1 or 2 that offer materials. I have no use for commodities at all (and most are worthless), they are a nuisance when you are trying to get CIF, conductive ceramics etc. Really they need to be absorbed into proper tradeable commodities. We already have rares for that type of gameplay, there is no need for another type.
 
The *have* to be removed, as quite frankly they gum up the process of engineers and getting materials. Currently on a board, out of 10 missions I have about 7 that offer commodities and 1 or 2 that offer materials. I have no use for commodities at all (and most are worthless), they are a nuisance when you are trying to get CIF, conductive ceramics etc. Really they need to be absorbed into proper tradeable commodities. We already have rares for that type of gameplay, there is no need for another type.

They don't "have" to do any such thing. You don't want them, you hit "credits reward." Player B wants more rep with local faction, they hit "reputation" reward. Player C wants the commodities, perhaps to try to angle better profit or for roleplay purposes. They're giving us options for the first time, and it's not just "pick A or B" either. I think it's a brilliant idea, and one I expect many are going to be very happy about.
 
They don't "have" to do any such thing. You don't want them, you hit "credits reward." Player B wants more rep with local faction, they hit "reputation" reward. Player C wants the commodities, perhaps to try to angle better profit or for roleplay purposes. They're giving us options for the first time, and it's not just "pick A or B" either. I think it's a brilliant idea, and one I expect many are going to be very happy about.

What I'm suggesting is that you offer materials and not commodities. Credits are fine, rep is fine- but, commodities are simply a few extra credits on top so its not really a different choice. Materials are.
 
Ah, so only applies to PvP then? That is a shame. I had hopes that Commanders would carry a "stain" with them for crimes committed in that jurisdiction.....even outside of hot ships.

It's not PvP only on the stream ed 1 shotted an Nov and showed his notoriety going up by 1
 
Back
Top Bottom