I'm disappointed that NPC wing members don't seem to be on the cards. There's a missed opportunity there I feel.
They need NPC dialogs for that, which are yet to come. So NPC wingmen will come.
I'm disappointed that NPC wing members don't seem to be on the cards. There's a missed opportunity there I feel.
But only 4 players to a Wing ??? Begs the question: what's the point really if you can't create larger groups ?
No I dont. I want the game to determine USS content from the game world context i.e. the backround sim. I bought ED to play in a shared universe, not a series of my own little personal ones. I hate this kind of auto-leveling in all games. Id rather jump into a USS, get my ass kicked, and come back later better prepared or with some help, rather than have the game just dumb it down for me.
http://www.pcgamer.com/elite-dangerous-12-preview-flying-together-with-wings/
This is really interesting. Plus more information than has been shared on the actual Forums.
But only 4 players to a Wing ??? Begs the question: what's the point really if you can't create larger groups ?
The game isn't designed around fleet mechanics and it's likely whatever size is chosen, it needs both to be managed in-game and not stress home connections with the extra P2P traffic.
But USS already does that. It combines your missions plus background sim.
OK lets hope is in a good way ...
I also getting a sinking feeling that FD are very wedded to the transient USS idea as a content device. They suck (USS's that is - not FD generally).
Case in point: pirate killing missions.
How it works now: you take a pirate killing mission and the game increases the odds that any USS will contain pirates for you only.
How it should work #1: the background sim determines that piracy is on the rise and increases the number of USSs in the system that will have pirates in them for everyone. The same BG sim trigger that increased the pirate USS also causes more/higher paying pirate killing missions to be on offer in the system.
How it should work #2: There are no "USS". There are persistent NPCs and traders in the system, everyone sees them in SC, the background sim determines that more pirates are needed so we all see lots of pirates interdicting NPC and player ships, anyone can interdict the pirates or drop at wakes to help out. This additional pirate activity triggers suitable mission availibility.
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.
sounds great, but please please more solo player stuff?
Case in point: pirate killing missions.
How it works now: you take a pirate killing mission and the game increases the odds that any USS will contain pirates for you only.
How it should work #1: the background sim determines that piracy is on the rise and increases the number of USSs in the system that will have pirates in them for everyone. The same BG sim trigger that increased the pirate USS also causes more/higher paying pirate killing missions to be on offer in the system.
How it should work #2: There are no "USS". There are persistent NPCs and traders in the system, everyone sees them in SC, the background sim determines that more pirates are needed so we all see lots of pirates interdicting NPC and player ships, anyone can interdict the pirates or drop at wakes to help out. This additional pirate activity triggers suitable mission availibility.
It is already working like that. USS are just points in system where you check out something interesting, be it pirates, or traders, or something else. There are no persistent objects like traders or pirates, it is all chance and numbers.
I hope there's going to be some way to differentiate the extra dangerous USS sites from normal ones otherwise Nobby Nomates over here is going to find his backside handed to him on a platter on a regular basis.