Apex legends is the first game I've seen that uses this method of character control, which effectively grants a squad leader the ability to control the trajectory of the entire squad. From a mechanical standpoint this appears to be doable in any game with multiplayer functions, but would be especially useful in Elite. This feature serves to improve coordination of wings, and builds a foundation for more effetive armed escorts. THe objective is to eliminate barriers to players working together, and one of the largest barriers to players cargo escort is jump coordination. Obsidian wing, 13th legion, Hutton Orbital, and the AXI all perform tasks which can be streamlined through the use of an improved nav lock. Two of these groups regularly engage in wing activities that require jumping across multiple systems.
Here is an example scenario of the feature in action:
In normal space a nav lock can only be activated in proximity to a wing man, once triggered the player is prompted to zero their throttle. The autopilot takes over and flies the player ship into a V formation with the lead ship. This works similarly to the formation flying already exhibited by NPC's and SLF's. The lead ship's navigational route plotting will automatically adapt to the nav locked ship with the lowest jump range. If the lead ship triggers a jump too far for its nav-locked wing member they are asked to double tap the jump button to override nav lock. This disengages the lock for all bound ships and restores their control automatically. If all ships can complete the jump, then the jump is synchronized across all nav-locked vessels. The jump leader has the ability to break nav-lock for all connected ships. Individual commanders have the ability to prevent other ships from enabling a nav lock on them. Nav lock can obly be established with commanders in a wing or squadron.
Upon arrival in the target system, the nav-lock remains in effect and the lead ship gains the ability to steer for his or her wingmen. They remain fixed in formation so long as nobody touches their flight controls, with the lead ship dictating the formation speed, direction, and target. The formation will move according to the attributes of the least maneuverable vessel in the formation. In the event of an interdiction, the formation is treated as a single entity and the lead ship controls the interdiction though his controls will respond according to the least maneuverable ship in the formation. If interdicted, all ships in formation drop out together and will be subjected to the same FSD penalty incurred by the leader. Nav-lock automatically shuts down on interdiction drop, with the players needing to reform and re-lock before jumping out.
Jump master formations can be created in super-curse, with the only difference being that players must move their throttle into the blue zone when close enough to each other to enable locked navigation. Manipulating throttle or controls suspends the nav lock, moving too far away or jumping out system will break the lock.
Upon arrival at a station, each ship must individually submit a docking request. Nav-lock is broken automatically as soon as the lead ship submits a docking request. Taking hostile fire, or ramming another ship will break nav lock. Enabling flight assist off will suspend nav lock.
Here is an example scenario of the feature in action:
In normal space a nav lock can only be activated in proximity to a wing man, once triggered the player is prompted to zero their throttle. The autopilot takes over and flies the player ship into a V formation with the lead ship. This works similarly to the formation flying already exhibited by NPC's and SLF's. The lead ship's navigational route plotting will automatically adapt to the nav locked ship with the lowest jump range. If the lead ship triggers a jump too far for its nav-locked wing member they are asked to double tap the jump button to override nav lock. This disengages the lock for all bound ships and restores their control automatically. If all ships can complete the jump, then the jump is synchronized across all nav-locked vessels. The jump leader has the ability to break nav-lock for all connected ships. Individual commanders have the ability to prevent other ships from enabling a nav lock on them. Nav lock can obly be established with commanders in a wing or squadron.
Upon arrival in the target system, the nav-lock remains in effect and the lead ship gains the ability to steer for his or her wingmen. They remain fixed in formation so long as nobody touches their flight controls, with the lead ship dictating the formation speed, direction, and target. The formation will move according to the attributes of the least maneuverable vessel in the formation. In the event of an interdiction, the formation is treated as a single entity and the lead ship controls the interdiction though his controls will respond according to the least maneuverable ship in the formation. If interdicted, all ships in formation drop out together and will be subjected to the same FSD penalty incurred by the leader. Nav-lock automatically shuts down on interdiction drop, with the players needing to reform and re-lock before jumping out.
Jump master formations can be created in super-curse, with the only difference being that players must move their throttle into the blue zone when close enough to each other to enable locked navigation. Manipulating throttle or controls suspends the nav lock, moving too far away or jumping out system will break the lock.
Upon arrival at a station, each ship must individually submit a docking request. Nav-lock is broken automatically as soon as the lead ship submits a docking request. Taking hostile fire, or ramming another ship will break nav lock. Enabling flight assist off will suspend nav lock.