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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It's great to hear that it works so well. Tried Vulture or FDL in that Oculus of yours? If so - any good?

Tried the Vulture, it's nice. Kinda like the Dropship cockpit. Have spent most of Beta in my Python. Just had some epic battles with Poy and two other cmdr's. Great fun, two Anaconda's jumped me, the guy's came in and backed me up, ended up flying on instruments back to the station while on life support, leaning to make out bit's of HUD through the cracked canopy:)
 
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Tried the Vulture, it's nice. Kinda like the Dropship cockpit. Have spent most of Beta in my Python. Just had some epic battles with Poy and two other cmdr's. Great fun, two Anaconda's jumped me, the guy's came in and backed me up, ended up flying on instruments back to the station while on life support, leaning to make out bit's of HUD through the cracked canopy:)

I'll have to remember to put that one up tomorrow !
 
This moves us one step closer to the danger level in previous games, and brings to the forefront what the appeal to the Boa, Python and Anaconda were. Gone are the days of shieldless traders with no weapons, which would have been a death sentence in earlier games anyway. It also makes a HUGE step in cooperative gameplay with group oriented goals. It's absolutely glorious and I'm rather excited for 1.2 and the potential it brings for the future.


https://www.youtube.com/watch?v=e2X1MIR1KMs

Nothing like when I played it about 10 years ago. That's an excellent video, gave me goosebumps watching it.

Shame I can't stand the game and to get to that game play would require years of waiting for skillups to happen. So yeh.

We'll never quite get that in ED, but I'm hoping in some years ED will get some amazing battle scenarios. Even 32 players/NPCs would be epic. And if we get there, it'll be way more fun to actually play.

777, glad you're liking wings :) So many positive posts about this update. It feels like a big one. Two updates gone and it feels like we're on the start of a journey to greatness :)

Add me in game and when it goes live we can form a wing if you like.
 
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Wings comming - any chance for escort misions?

I just wondering that will be cool to get a mission from board as escort person. For example NPC player need escort from system A to system B of course with high probability of attack from other NPC. I'm talking about SOLO game. This type of mission will make game more dynamic, more fun in solo.
 
My Issues with 'Wings'

I have access to Beta 1.2 but haven't felt the desire to test is as I have no interest in testing out the new ships (I want to fly them eventually but I want to earn them) I also have no interest in 'Wings' as I probably wont group up with other Players (but that's just me :) )

My concerns are that players are marked as being in a wing when scanned but what does this do for the solo/Lone Wolf player in 'open' apart from mark them as easy pickings for a 'Wing', does this make the 'Lone Wolf' style of play less viable in the 'Open' group?

Another question is with the 5% trading bonus for escorting. I don't have a problem with that But it does raise a question for the Solo/Lone wolf player (in all modes) when NPC wings come in.

As it stands Player wings group up (no cost there) .. grab some Cargo (maybe one ship maybe all ships) get to the station Sell and receive a 5% bonus (I'm guessing the initial trader doesn't get the bonus just the rest of the wing) from what ever the profit is. so they get essentially free credits for running in a wing.

(now this is assumption here) When NPC wing's come in (again guessing) to create a wing you would probably have to 'Hire' your wingmen at some cost, otherwise everyone and his dog would be running around with 3 other ships all the time (if it's free) .. so you are already running at a loss to a Player based wing before you have even picked up any Cargo and as the main trader (if that is what you are doing) you don't get a bonus, I doubt you will receive a bonus from the NPC's unless you were running a mission to protect an NPC trader which I would assume you could do in a Player wing anyway.

Is the game going to be mainly focused on Co-Op play, are there going to be any bonuses for doing something on your own or will playing Co-Op always be the better way to play? (and I don't mean "Of course playing Co-Op is the better way to play as you are playing with other people")

Just my thoughts.
 
As far as I can tell, the 5% is compensation for the time wasting and messing around of organising more than one person and for the greater amount that could be earned bounty hunting instead of baby-sitting.

Wings is added something that people have been crying out for from before release and should not be seen as a huge swing towards only serving co-op players.

As with anything, I am adopting a 'wait and see' attitude.
 
My fears are for future development being multiplayer focused, especially if ED is coming to console, and where that leaves us solo/loners.
 
When ED released one of the key criticisms was a real lack of MP features and content.
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1.2 addresses the features side of things and partially addresses the content
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I don't think this is refocusing on MP, just back filling stuff that was missed.
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As for driving solo players away, i can't see why. FD have already stated the NPC challenge will scale with the players ability, surely a good thing? We want every game session to push us. If every trade run was easy and un eventful it would be boring. We want to finish every trade run by the skin of our teeth!
 
Making More Credits with Wings

A CMDR in the test of 1.2 wings, did a test of Onion head with this wings. they went to a station he sat outside and his wings kept going to the station and getting rare onion head to sell. they loaded up this transport ship with 112 tonnes. and then sold it for $1 897 840. here is the link to the thread http://forums.frontier.co.uk/showthread.php?t=120975 . he called it smuggling but basically you could do the same with any transportation for good trade routes. even having 3 T9's in a wing and 1 ASP or T6 going to a outpost for max profit. So now the traders could even have there own transport company.

So even for the new players starting out could wing up and get the the larger ships faster.
 
Sounds like fun and also a waste of time it's a good way to help your mates but doing that on a larger scale would take forever never mind something as large as a type 9 especially the 160 ly trek to sell.
 
Sounds like fun and also a waste of time it's a good way to help your mates but doing that on a larger scale would take forever never mind something as large as a type 9 especially the 160 ly trek to sell.

Yep, doesn't scale. And you don't need a wing to do this anyway.
 
Wings HUD display - just needs one or two things to be perfect

First off, let me say the Wings HUD display is a fantastic mechanic, once the key bindings are set up it makes it so easy to target the same ship, see what state our fellow pilots are in and roughly know where they are.

However, it is lacking in two areas, one of which to me is a major issue, the other is just minor. Let's start with the major issue first.

  • You have no idea when a ship that is nav locked to you is within range. They get a nice indicator to tell them if they are in range (cyan box) or out of range (red box) but the actual person controlling the jump has no idea and has to rely on people telling them in range or not. A visual indicator, something as simple as a solid circular indicator that appears when a wingman has navlocked you, and changes between red and cyan to indicate navlock status.

FINAL EDIT:

iugPcBS.png

So Adam is locked and in range, Michael is locked and out of range, and Chris is not locked.



PREVIOUS MOCK UPS

ABTFC78.png

In this case, all three wingmen have navlock on you, but Michael B is not close enough to have jump lock

fio6WKf.png

Colour Blind option - filled for in range, empty for not.

1JZUwJl.png

Combined option

Minor issue:
  • It would be nice to have a numerical range indicator for when in the same instance - useful for combat and for orientation

RqKYNlZ.png


If you could add in the lock indicators and status that would be absolutely perfect, the range indicators would be the icing on the cake!

Thanks for taking the time to read.
 
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