Give Wings the Ability to combine the power of their FSD drives

Problem 1: Players are not very motivated to wing up
Problem 2: When Players do wing up then they will typically only use 2 or 3 different ships for any given task (combat, exploration, or trade). There should be greater ship variety in what players fly.
Problem 3: Players complaining about poor FSD jump ranges of their favorite ships
Problem 4: FD obviously cant buff FSD the jump ranges of these ships without ing off half the community and breaking their vision for the game

I think I have an innovative solution that will give players incentives to play different ships, wing up and encourage teamwork, and stop complaining about ships that do not have large jump range. Allow wings to combine the power of their FSD drives and average it out. Let me give you guys a few examples of how this could work and if there is support for this I am more than willing to put in the time to work out all the finer mathematical details as well.

Example 1: You have a 700 Tons Conda (basically an unloaded trade conda) and a 1700 Ton T-9 (loaded full of cargo). With a 6A FSD the Conda is able to jump about 30 LY and the T9 is able to jump 13 LY. If they were to wing up, then they could jump together and effectively combine their FSD drives. Thus it would be the combine power of two 6A FSD powering a jump mass of 2400 Tons. Average this out and it comes out to be 1200 Tons for each FSD drive. That lowers the Conda's jump range to about 18 LY and increase the T-9 jump range to the same 18 LY. Effectively the Conda lost 12 LY from its jump range and the T-9 gained 5 LY for its jump range. These 2 ships are now able to travel together thanks to this.

This would not be limited to just 2 ships of course

Example 2: Let us say you had the same 700T Conda and 1700 T T-9 from Example 1 and they were suddenly joined by a Combat Corvette that weighed 1463 Tons. That Combat Corvette would have a jump range of exactly 15 LY by itself. The mass that is now jumping is equal to 700+1700+1463 = 3863 Tons and there are three 6A FSD drives at work. So that would mean each drive is only jumping 1288 Tons. Thus, the jump range of each ship would be somewhere around 17 LY. You can see that the Corvette would gainly only slightly, while the T9 would be the biggest benefactor, and the Conda would be the biggest loser.

Example 3: Now suppose that we have ships with different size FSD drives. Maybe it is a Battle Conda escorting an exploration ASP for example.
Battle Conda - 1225 Tons - 17.91 LY - 6A FSD
ASP Explorer - 382 Tons - 32.25 LY - 5A FSD

This changes things. Just because the ASP has a higher jump range does not mean it will be able to give the heavy Conda much of a Boost. After all, it is only a 5A FSD.
The optimal mass of a 5A FSD is 1050 Tons. The optimal mass of a 6A FSD is 1800 Tons. So it is then fair to say that the ASP's FSD has only 58% (1050/1800) of the power of the Conda's FSD.
So the calculation would be like this
1225 + 382 = 1607
1607 / 1.58 = 1017 Tons

Unfortunately 1017 Tons is too much for the ASP, so instead what would happen is the following.
1225 - 1017 = 208 Tons
382 + 208 Tons = 590 Tons

Basically, what is happening above, the ASP's FSD reduces the mass of the Conda
End result is the following:
590 Tons at 5A FSD range would be the new jump range of the ASP. This equals a jump range of 20.88 LY. Keep in mind the original jump range was 32.25 LY, so this is a loss of 11.3 LY for the ASP
1017 Tons at 6A FSD range would be the new jump range of the Conda. This equals a jump range of about 21.5 LY. The original jump range was 17.91 LY so this is a gain of only 3.6 LY

I can do the math for more scenarios if you would like me to
Being able to combine the power of FSD drives like this would enable us to have small fighters escorting large long range ships. It would mean that the next expedition 65,000 LY away can bring a fighter escort to defend them from hostile aliens. It would give players flying short range ships a reason to seek out and team up with players flying less nimble long range ships. It would bring more Variety to the game.
 
Just one more example I want to work out and show you guys the math for a Viper escorting a Battle Conda
Battle Conda - 1225 Tons - 17.91 LY - 6A FSD
Viper MK III - 123 Tons - 12.53 LY - 3A FSD
6A FSD Optimal Mass = 1800 Tons
3A FSD Optimal Mass = 120 Tons
120 Tons / 1800 Tons = 6.67%

1225 + 123 Tons = 1348 Tons
1348 Tons / 1.0667 = 1264 Tons
So the Conda is now using its FSD to jump 1264 Tons which translates to a jump range of 17.36 LY
And the Viper is only using its FSD to jump the remaining 84 Tons which translates to a jump range of 18.34 LY
Please notice, the Viper comes out with a higher jump range than the Conda that is boosting it because of its extremely light weight. However they have to travel together and this effectively brings the Viper's jump range down in line with the Conda, thus the Viper is limited 17.36 LY in this example.
If you notice, the Conda only lost about 0.55 LY in order to give the Viper a 5.8 LY boost. Because of this the Conda could boost several Vipers in a similar fashion and thus travel with an Escort.
The Conda and other large ships could then have more of a support role and that of carrying the big guns needed to engage large ships while the escorts take care of the enemy eagles, cobras, and vipers.
 
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I've suggested this a couple of times, with a variation of either mathing up the average performance/mass of the Wing, or simply using the best FSD to open the witchspace tunnel for everybody.

It's happened a couple of times for me with NPCs, that they'll interdict me right as I hit the jump countdown. When that happens, they come along with me to the next system, no matter what their jump range might have been.
 
I've never ben able to al jump at the same time as a wing.. just follow a wingmate in 10 seconds later or whatever the time delay was..
I just want to lock on to a wingmate, and within a few LS .. jump when he does to his destination..
 
I've never ben able to al jump at the same time as a wing.. just follow a wingmate in 10 seconds later or whatever the time delay was..
I just want to lock on to a wingmate, and within a few LS .. jump when he does to his destination..

You have to turn on the navlock for the wingman that you want to follow. Then you just get pulled out of supercruise automatically and do not have to spend the next 10 seconds slowing down and following him.
 
This is a pretty cool idea, but it would only benefit somewhat equal ships at least in size/mass. As you stated only combinations of ships just as the Anaconda which has an amazing jump range and a Type 9 whose jump range is complete garbage and both players were say doing trade runs would this be beneficial.

I know specifically this applies to me, as my buddy has a Type 9 and I often use my Tradaconda to do runs with him, and its very lucrative earning hundreds of thousands of extra credits an hour, sadly we are restricted to less profitable routes due to his laden like 11.2 LY range compared to my 21+ LY range.

Though thinking about it a little more however I can see this simply being an option, however it would only apply to ships within a certain mass of one another otherwise neither player would benefit from this added function.
 
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Well, since ED cannon states that alcubierre drives are used, it is probable that ships could share a distortion field, but at an overall loss due to the field size needed to encompass all ships.

For those who don't know, an alcubierre drive works by compressing space in front of the vehicle, and leave a de-compressed area behind. This allows relative travel to be slower than light, but by universal perspective faster than light. You can see the concept yourself by rolling up a rug and stepping over it. Relative to you, you haven't moved faster, but to the rug(universe) you crossed it extremely fast.

So now that you know that, why can't we boost in super cruise if we are propelled by our normal drives?

Back to topic, great suggestion.
 
This is a pretty cool idea, but it would only benefit somewhat equal ships at least in size/mass. As you stated only combinations of ships just as the Anaconda which has an amazing jump range and a Type 9 whose jump range is complete garbage and both players were say doing trade runs would this be beneficial.

I know specifically this applies to me, as my buddy has a Type 9 and I often use my Tradaconda to do runs with him, and its very lucrative earning hundreds of thousands of extra credits an hour, sadly we are restricted to less profitable routes due to his laden like 11.2 LY range compared to my 21+ LY range.

Though thinking about it a little more however I can see this simply being an option, however it would only apply to ships within a certain mass of one another otherwise neither player would benefit from this added function.

It would benefit other ships too, not just Large ships like Anaconda and T9. I can do the math for you for any ships you like. Just tell me which ships and their weight.

I wanted to do examples with the Anaconda to show what happens with same size ships and much smaller ships.
 
Give Wings the Ability to combine the power of their FSD drives

I like the basic idea of your proposal.
I think it will add a new layer to the wings mechanic as well as to the jump mechanic.
I love that.

But first I want to see npc wings implemented for loners like me who would like to hire npc.
Currently Wings already offers too big of an advantage to the multiplayer oriented CMDRs.
 
I love this idea.
I posted something similar, and very basic, a while back.
You should be able to 'safely' jump the average of all ships, well, up to a limit of something.
No idea what. But a limit to stop an 33ly ranged Asp towing an E rated sidey ridiculously far. Because the average would still be almost 20ly.
Maybe the lowest ship can never go past 100% range.
My Asp 33ly, plus my FDL 11ly would normally be 22ly... It that falls exactly on the 100% range, so no penalty.
But 2 asps, 33ly+33ly and my FDL 11ly
Would be about 25ly?
Which is too far for the FDL, so all would be pulled back to 22ly.

It's still good, but has its drawbacks. Including extra fuel use.
Seems fairly balanced too. And simple.
 
It's happened a couple of times for me with NPCs, that they'll interdict me right as I hit the jump countdown. When that happens, they come along with me to the next system, no matter what their jump range might have been.
Happened to me a bit ago and that        was not seen again on the other end, and that's how it's been for me often: hit or miss regarding them 'tagging' along.

In regards to the ranges, since we CAN'T even jump together (as one just leaves a wake for the others) instead let the others just use our wake without applying their jump range limitations?
Given the Conda T9 example, the conda would jump and the T9 would use the wake and also go the 30Ly? That'd make the teamwork worthwhile I'd say, but I guess all the solo T9 flyers (is anyone besides npcs even flying that thing? XD) would then go rage mode :x

I'd be for the pooling as suggested though IF that comes with actually synchronized jumping, so that all at the same time jump and not one wakes and the others dripple along... That was the biggest disappointment when I had my first wing, right after the pain of figuring out HOW to even do that nav lock thing.
 

dayrth

Volunteer Moderator
I've never ben able to al jump at the same time as a wing.. just follow a wingmate in 10 seconds later or whatever the time delay was..
I just want to lock on to a wingmate, and within a few LS .. jump when he does to his destination..

Nave lock your wingman AND target him. If you are jumping in to frameshift hit your frameshift as soon as you hear verity say that your target has activated frameshift. You will then jump almost as soon as he does. Stick close to him and when he drops you will as well and end up in the same place.
 
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