The Wings discussion thread

Wings: Should ED now support groups with in game mechanics

  • Yes, support groups/clans/organisations with some in game mechanics.

    Votes: 20 60.6%
  • No, nothing, leave it as it is.

    Votes: 13 39.4%

  • Total voters
    33
  • Poll closed .
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Apologies for the condescension. (Not really)

I read a lot of this kind of talk from single player people. I go NO that's really gonna take away from any type of multilayer immersion. That is already nonexistent in ED if you think that the amount of ppl out there wanting a single player space trucking simulator; out numbers the people wanting immersive multiplayer sifi universe. Just look at the backing support for elite vs star citizens.

As I'm sure the people who want a solo trucking sim are going hey that idea will really take away from my single player snooze/grind fest (my opinion) experience.

This is a huge (game breaking) problem.

There are ways of making it more immersive and not the snore grindfest that doesn't involve excluding one whole segment of players. Because you want multiplayer, you assume solo players are the minority. Your assumption would most likely be wrong. There've been a myriad of polls in the different forums here, and the multiplayer to solo player ratio is pretty even. Thge problem is to make it more exciting for multiplayer will make solo players outclassedf and outgunned. FD promised that this would always be a single player game as well, with some multiplayer functionality (32 players in an instance, let's not kid outselves and call this an MMO, it's certainly not Massive). It would make much more sense, from a developmental perspective to make it an awesome single player game first, then add additional features for the small multiplayer grouips.
 
I assume this will be the case because of history. I assume this will be the case because the loudest group keeps yelling how they want better multiplayer features. So now instead of facing off against multiple enemies, we'll be facing off againsat multiple wings of enemies, which again will be balanced for the multiplayer groups. I've seen it happen time and time again in other games. Eventually the solo player is just completely left out.
the irony is that it's often the singleplayer guys who tend to stick with the game the longest, multiplayer crew often blow along with whatever is newest at the time.
 
Don't you think that's something that should have been decided before they charged $60 for it? Market it as an always online interactive universe? Then when you log on you find out its actually an unfinished mess of a game in the middle of a war between multi/single mode.?

Tell that to wow or eve online
 
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Wings and shared bounties.

It's all very good. But what if my friends and I decide we want a bit of friendly competition? There should be an option to toggle it on or off!
 
Well. Sort of. What it actually says is -

"Lone wolves will have to be able take on those dangerous encounters at great risk, and deliver those massive amounts of cargo using multiple trips..."

Which is really just saying "lone wolves will have to Deal With It".

Tonight I spent an hour ing around trying to find a new home system. I can't really see three random players wanting to join up as I move about between systems checking what's for sale. So I expect the net result of wings is that it becomes more difficult to be a solo trader, or solo anything else.

Of course, if you could hire NPC wings that wouldn't be an issue.

to hire an npc wing would be good or NPC,s hire you for a wing would also add to the game
 
to hire an npc wing would be good or NPC,s hire you for a wing would also add to the game

These are features in Oolite, I remember taking on groups of pirates in that particular game. Bring them on then or if you want to play in open, but are afeared of wings, join the PvE group?

If balancing, you could see slaved hyperdrives taking a half second longer to charge (in unison) giving the single player edge if it comes to running away. Wings, by definition of heat sigs, won't be as stealthy.

Yes, it will be more difficult, to solo as trader but what's inherently wrong with that?
Have some extra kudos for being "hard" and profits, shared between 4, are instead all yours.
 
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Thinking about the various "states" a system can occupy, I'd imagine that if a pirate faction was in charge and were doing well enough, it could dramatically increase the attacks on traders and spawn high value missions (i.e. if a pirate faction was in control and it was in "lockdown" maybe?)
 
You can join in as it is by dropping out at the same point (using the wake...), however an easier route would be to arrive in a wingand then leave the wing on arrival - then killsteal.
 
I fully agree with this !
The main issue with USS is that you're already on the anarchy system, you see the danger, you know EAXCTLY where it is and you can choose to avoid it.
I really think that anarchy system should be THE High USS signal on itself. Before, during and 1 second after the jump you should have a voice inside you that says "oh boy, oh boy, oh boy...".
In that way, you still have the choice, you know that danger is there but you don't see it and you don't know exactly when it will come for you.
It's like Alien, really.

USS with Wings is like
"Oh guys, see, there's a fight waiting for us there, shall we go ?
- Ok
*dropping out of supercruise*
- Ah ! there it is, ok let's begin our little fight"
Should be fun but is absolutely missing that shivering of fear we all want !

Also, to go along with this, it would be good to have a third option in the star map that says, when plotting a route, "avoid any anarchy system".
 
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I tell you what we need to go with Wings.....
..... a couple of drumsticks, some coke and chips and dip.
mmmmm ... (just woke up, so feeling kinda hungry)
 
I fully agree with this !
The main issue with USS is that you're already on the anarchy system, you see the danger, you know EAXCTLY where it is and you can choose to avoid it.
I really think that anarchy system should be THE High USS signal on itself. Before, during and 1 second after the jump you should have a voice inside you that says "oh boy, oh boy, oh boy...".
In that way, you still have the choice, you know that danger is there but you don't see it and you don't know exactly when it will come for you.
It's like Alien, really.

USS with Wings is like
"Oh guys, see, there's a fight waiting for us there, shall we go ?
- Ok
*dropping out of supercruise*
- Ah ! there it is, ok let's begin our little fight"
Should be fun but is absolutely missing that shivering of fear we all want !

Yes - it's very encouraging that Sandro is beefing up Supercruise a little to contain more interaction with other ships/more interest, and I have my fingers crossed that the current model of "no action unless you ask for it" (ok - there are some interdictions, but they need the danger level cranking up) will be resolved into "oh my goodness, this place is dangerous" over time.

I remember the run from the hyperspace jump in point in the original in Anarchy systems and it was a long journey, punctuated by combat with many ships, scooping their cargo and occasionally running like whatsit until I could jump further into the system. That glorious giant S when near the station was well earned! (I miss the S by the way)
 
+1 for sure...

thing needed is pirates to jump in on already interdicted players in these sorts of aggressive places. It'd make you think twice about submitting, which would make escape become rather tense!
 
Wow... I felt somethig similar when traveling for the first time in a system named Riedquat very very long times ago in a game called Elite: Frontier...
I can still feel the shaking I had when being chased down by tons of bad guys until I could reach the station where to sell my weapons supplies. :eek:

+1 to the OP and BUMP BUMP BUMP!!!!
 
Hopefully, it'll mean when you drop in on a bunch of pirates, they won't all sit there ignoring you while you pick them off one at a time anymore. ;)
 
Wings: Why only four players?

I have more than three friends! Will Wings later be expanded to allow more than four players? Or Meta-wings (squadrons?) of coordinated Wings? And what is this weird obsession with the magic number four in multiplayer games anyway? I can understand the need for limits for technical reasons, but surely something like eight or sixteen would be achievable?

I like the direction Elite is going with this, but I do feel a bit restricted by a four-player limit.
 
The answer is covered in the Newsletter #63:
http://us2.campaign-archive2.com/?u=dcbf6b86b4b0c7d1c21b73b1e&id=3624a673f0

The team settled on the four-person cap for wings to make certain there can always be more players in a given system than just a single wing. “But at the same time,” Lead Designer Sandro Sammarco says, “a wing of four still represents a significant increase of capability over a lone vessel provided players cooperate effectively.”

“A single wing can always be outnumbered,” Executive Producer Michael Brookes says. “But it’s equally important wings integrated well with the HUD.”

With new HUD elements detailing your wing’s current hull and shield status, the team had to ensure the layout wouldn’t compromise canopy visibility and that players could effectively coordinate and work together, even when spread out in distant systems. We think you’ll be pleased with the results when Wings launches in early March, free for all Elite: Dangerous players.
 
Yep to put what Aleksej quoted more bluntly...
- so a single wing can't dominate an instance
- and so the GUI for it can fit on your HUD.
 
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