Why are interdictions single-ship affairs? Wouldn't pirates work in packs - two or three ships interdicting together, or joining after the interdiction to take down the prey?
The most recent comment I remember from an FDEV about this, was that interdictions would still be a 1v1 contest performed by one member of the Wing vs. the target. The rest of the Wing members will have to manually fly into the SC exit wake to help out after a successful interdiction. Same thing for any escorts flying with the targeted ship.
I cannot wait for Wings! Just imagine a team of eagles and vipers swooping into to disable the prey while an Asp or Type 6 lumbers in to scoop up the spoils! Then they jump back to their secret base to enjoy the spoils of being a SPACE BUCCANEER!
Well this is what happens now so I hope Wings will improve the mechanics somehow. .
Well this is what happens now so I hope Wings will improve the mechanics somehow. .
I dropped in to an USS looking for a pirate Lord to knock off, lo and behold there he was in his anacondaWhy are interdictions single-ship affairs? Wouldn't pirates work in packs - two or three ships interdicting together, or joining after the interdiction to take down the prey?
Hoping they will fix the no gravity wake bug... Or is it intended? Without delivering the fix to this first it will be very hard for any member to follow the wake in timely fashion.
AI in packs would be interesting. There was also discussion in the now not-so-relevant DDA's about being able to hire NPC wingmen. That might be the only reasonable way to at least partially balance player Wings, if that starts to tilt things too heavily into Wings being an automatic "I Win" button in the Open mode.
We all know that NPC AI isn't that great, but certain combinations of ships and weapons are still good for delaying the fight. One human player with three NPC Cobra or Asp escorts in a Wing would at least give the player a fighting chance.
It won't work. Human players will go for the main asset, the human trader ship, no matter what and crack his hatch open, kill his drive, and then and only then we will turn on the NPC escort.
Traders better start to work on their social skills and plane their caravan Wings already, for pirates are eager for this to happen.
Yes, I suspect it will be the same result if the trader has player fighter escorts, although numbers will still matter if the attacking Wing is under full strength.
I'm very curious to see how this all plays out, because the pirate vs. trader interaction is already hampered by poor comms in this game (for various reasons), and this Wing feature would seem to give far more useful tools to pirates than their prey. What's the balancing factor, if there is one? Does Open mode become a place where there is no point in flying if you're not in a Wing?