PC Gamer Article on 1.2 Wings

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.
 
When jumping, pilots can choose to lock-on to any member of their wing, and so automatically follow them in and out of Super Cruise. In addition, the rules around manually entering and exiting a jump are slightly relaxed for wing members—allowing them to more easily arrive in the same corner of space.

this is enough for me
 
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.

Can't rep you again, but agree again. Game tailoring itself, in that way, to match the player(s) is cheap and nasty.
 
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.

The article also says that the low number is also to prevent players 'owning' systems:

"the four-pilot limit has been designed to prevent a squadron from owning a system. "It allows multiple wings to be present at any given location and it prevents a single wing from being able to completely dominate through sheer numbers," says Sammarco of the pilot cap."
 
But USS already does that. It combines your missions plus background sim.

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.
 
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atak2

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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.
 
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).

USS are so overused and unimaginative that they have the potential of becoming a meme in these circles, and not in a good way:

uQkXrLp.jpg

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But otherwise, 1.2 sounds great. Looking forward to wings.
 
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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.
 
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.

That's the other game though, not this one.
 
Interesting read. Thanks.

Looking forward to checking out the larger USS's and seeing what challenges they pose.

I hope they scale per size of the wing. For example, a 2-man wing won't get a 4-man instance and vice versa.

I also hope they add some sort of Hiring Board, where people can post up that they are looking for a wing, and can easily join open wings without having to go out looking for them.
 
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.

sure, the context should determine the threat, like there'S tougher and not so tough regions/systems. but meh, they had one month, so...

one little thing i hope, we can drop wakes manually, so we don't have to enter SC to meet-up with wing members.
 
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'm not sure that #1 exists (in the style of a particular lookup table appropriate to the circumstances in the system).
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#2 doesn't exist. I was wondering about the feasibility for the system/supercruise instance to remain the "live" when the host drops into normal space (and thus continue the persistence of the environment) but that's a another topic...
 
The USS system is the most lazy way they could have added for missions and content possible. Making them somehow "group based" in difficulty doesn't make them better, it makes them worse in terms of interesting design. Might as well just let us group up and then randomly give us encounters. Its about as engaging.
 
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.

Either this, or wings would have to check USS after USS in search for a challenge. Possibly FD will use the "low intensity"/"high intensity" differentiation, and simply explain that a USS with more stuff going on also has more IR emissions.
 
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