Why will there be "special" wing missions?

Why not simply make all missions shareable?
The recommended skill could extend beyond ELITE to Wing of 2-4.

And you could solve cargo missions for example in multiple trips in a small ship, or in small ships wing or in a large ship in one trip... it's up to you.
 
This is a good point, and I support the theory, as long as it is made CLEAR which missions are supposed to require more than 1 pilot to complete.
 
This is a good call. I like to play in a wing but up until now it generally becomes a lets go to a RES because there simply isn't things for wings to do. Exploring planets in SRV's are good as a wing but all else falls very short.

Your idea makes sense to me.
 
See Adam Waite's response in the main discussion thread:

In regards to porting all missions over to the wing mission system, I don't want to do that because I want finer control. Someone suggested that low level wing missions spawn with low amounts that are suitable for solo players. However, it would actually need to cover the full range of player skill and then the full range of wing sizes and skill levels. Considering how difficult it is to balance a mission template (rewards, challange, branches etc) for just the skill range of a solo player I decided to split wing missions into their own templates that faces the challange of being balanced for either high level solo players or 2+ wingmates.

Also on a more practical standpoint it's a lot of work to port any mission over to being a wing mission, with a lot of new (and in some cases very difficult) questions needing answers. By making the wing missions new templates we allow ourselves the opportunity to solve these challenges while not impacting any of the normal missions we have in game. That way we add options for our player and don't risk taking away something players might already enjoy.
 
Makes sense to me also. What's the difference between 'Take X tons of Y to Z' and 'Take X tons of Y to Z for 1-4 players'? If I see a delivery mission that has more cargo than I can carry, then I will know I either need to wing-up or do multiple trips. No need to separate the two as far as I can see.

I understand Adam's post (posted above by drakhyr), but maybe the delivery missions are too simple for us to see any issues with just having a single type of delivery mission. Maybe other mission types will be significantly different in their wing variants?
 
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You are using just one example though: carrying cargo. If these missions have other mechanics like winged enemy interdictions, they are going to be difficult to balance. Furthermore, "decoupling" wing missions from solo missions allows the developers, as they stated in the quote. For example, what if later on FD decide to make wing or solo only changes? It would be difficult to do if both mission types are derived from the same template.

Maybe other mission types will be significantly different in their wing variants?

That was my takeaway, or at the very least, they want the possibility to do that.
 
From what I gathered from the dead-stream (I never get to watch them live, work and all...) they can be completed by a lone pilot. They just function as those "Why do I have to bring all 50 tons of cargo at once, instead of 10 toms at a time?" missions people use to ask for all the time. I imagine the same will hold true for other types of wing missions, but let's be honest here...

Unless the mission payouts are considerably raised, like add a zero or three, considerably raised, it looks like simple wing-trade with dividends will be more profitable. And there's not really anything "new" about these - it's still move X tons of Y to Z... just now you get to do it A times.
 
I don't know, because lazy dev design?

if done properly they make "wing suited" missions and label them as "wings are recommended to play these" and leave it to people of they wanna try them solo or not.
 
if done properly they make "wing suited" missions and label them as "wings are recommended to play these" and leave it to people of they wanna try them solo or not.

That's what is being done... I don't see anything lazy with what they are doing and there are explanations floating around the forums about this system.
 
They said we can always try wing missions solo if we are want. It could be hard, but we have the choice.
The only remaining point is, why not make even simple missions shareable?

The only argument against was the technical chellange with the old missions, but I think that's not a good dev choice.
If they port everything to the new system, they only have to maintain one kind of missions in the future.
 
There is a discussion about this in the other thread, Adam answered to some of he comments:

First of all: the Wing mission board design looks great, very well done. It's very clear who has to do what and what the current status is (at least for the shown delivery mission).

But why you shouldn't be able to do a current SP mission in a wing? You are allowing high level solo players to play the Wing missions, so why won't you allow low level wings to do current solo missions? The reward is obviously smaller and for many players won't be worth it, but theres no damage in allowing that.

I very much support the idea of merging the missions, so that there is one system in place where the players can choose if they want to do a mission in a wing or not. You can still keep the wing symbol, when the missions are recommended/designed for being completed in a wing. In the long run, that would be the system with the most freedom for the players and I guess also with less headach for the developers.

Just to clarify as a lot of people are saying this exact thing, doing this is a tremendous amount of work. Just look at the delivery mission we showed, adding wings to delivery required the creation of the mission depot and the partial complete functionality. That took a lot of work from multiple departments! The wing delivery mission also has a completely different flow because of these changes(the depot especially) so all the other delivery mission templates would need to be completely re-worked.

Adam

Adam, I'm not a coder for Frontier so I'm not privy to the source for Elite, BUT, wouldn't it just be easier to scrap the old templates and then increase the parameter ranges of the new wing templates to simply replace the old ones? I mean a cargo mission is a cargo mission, move this stuff over there, right? Assassinate missions are all "go here and kill this target". Whether they are solo missions or the wing missions the actual essence of the missions seem to be the same, the interface is different, but the wing missions are all in place with the depot and reward choices and all.

Maybe after I see this firsthand in the beta I'll realize there are more limitations than I can tell now, but man this seems like a great opportunity here, and with regard to migrating all of these mission types to wing missions with wide ranges of parameters it appears to me like the majority of the hard work is already done?

etc...
 
Why not simply make all missions shareable?
The recommended skill could extend beyond ELITE to Wing of 2-4.

And you could solve cargo missions for example in multiple trips in a small ship, or in small ships wing or in a large ship in one trip... it's up to you.

Exactly.

That this isn't already the case is baffling...

That's what is being done... I don't see anything lazy with what they are doing and there are explanations floating around the forums about this system.

No. What's being done is, according to Adam, another bolted on, disparate system. COMPLETELY separate mission system for Wings.

Not what anyone wanted.
 
There is a discussion about this in the other thread, Adam answered to some of he comments:







etc...

If it takes "a lot of work from multiple departments" to get an extant mission type working for groups, in a MULTIPLAYER game...your content delivery pipeline has SERIOUS issues.

This is BASIC FUNCTIONALITY in literally ANY other online game. Why is it so hard here, and why, if this is so hard, was multiplayer forced to begin with? The entire game works best in solo, so why was online MP shoehorned so hard? To excuse DRM? Because right now, that's looking like the only plausible answer.
 
If it takes "a lot of work from multiple departments" to get an extant mission type working for groups, in a MULTIPLAYER game...your content delivery pipeline has SERIOUS issues.

This is BASIC FUNCTIONALITY in literally ANY other online game. Why is it so hard here, and why, if this is so hard, was multiplayer forced to begin with? The entire game works best in solo, so why was online MP shoehorned so hard? To excuse DRM? Because right now, that's looking like the only plausible answer.

I too am perplexed by the response you quoted, but I'll give Adam the benefit of the doubt here (mostly because this is the response they always give, i.e., "technical reasons," so I've been under the impression for some time that the code for ED is now like a bowl of spaghetti).

I'll acknowledge there are some differences between programming for a game versus a business application, but Object-Oriented Programming (OOP) isn't different. In business programming, I'm constantly adding new templates (UI, reporting, business/application logic, etc) to existing programs and they often do require some work to implement them within the constraints of the existing architecture (some call them hacks, I call them genius :cool:), but very rarely would the decision be made to create a separate and disparate application for a single template.

In the end, I'm hoping for more ways to play with others in ED. Thus if we have the option of either, I don't think it will matter whether they're listed under one Station Services menu or two.
 
Exactly.

That this isn't already the case is baffling...



No. What's being done is, according to Adam, another bolted on, disparate system. COMPLETELY separate mission system for Wings.

Not what anyone wanted.

It isn't baffling, Adam explained why and it's quoted in this thread. Yes, it is what is being done if you read what I quoted and then what I said. They are making wing suited missions and then letting people solo them if they want to. Whatever 'bolted on, disparate' system you are talking about has nothing to do with what I responded to. It was a decision that was made for balance purposes and finer control. Why it makes any difference how it is done, if it is done and it works sufficiently is what is baffling. If it makes it easier for them to balance wing missions, if it makes it easier to finely tune just wing missions instead of constantly having to rebalance the entire mission system, why is it a point of friction? You aren't the one having to balance the game or code in the changes, a bit too easy to look at it and say its not a good way to handle it isn't it?

What people wanted is to be able to do missions with wings, that is what we are getting. It isn't like the way it is being done makes it less convenient for players. You're just disagreeing for the sake of it with this one.
 
I hope they give the new "wing" mission system enough love to stand alone on day.
Keeping the old system in place, only because there is a huge pool of templates is not a wise choice in the long term IMO.

The kind of missions in the new system should be similar to the old plus larger ones which could only be solved in multiple runs or with huge afford and power if you try them alone.
Since the share of the missions is optional, the new system could be good for everything.

I hope they turn off the old system in the long run, because even if it may be complicated under the hood, it's not extremely impressive at the front end.
The old system had and have to be tuned so often because of exploits and balance issues, I am worried what happens if two separate systems are in place and have to be tuned and balanced in the future. [where is it]
 
I hope they give the new "wing" mission system enough love to stand alone on day.
Keeping the old system in place, only because there is a huge pool of templates is not a wise choice in the long term IMO.

The kind of missions in the new system should be similar to the old plus larger ones which could only be solved in multiple runs or with huge afford and power if you try them alone.
Since the share of the missions is optional, the new system could be good for everything.

I hope they turn off the old system in the long run, because even if it may be complicated under the hood, it's not extremely impressive at the front end.
The old system had and have to be tuned so often because of exploits and balance issues, I am worried what happens if two separate systems are in place and have to be tuned and balanced in the future. [where is it]

I like how you're thinking here. It's logical that working on this new wing system could lead to the system we have now being obsolete and no longer needed. In the meantime, we'll have both options available since it's possible the initial balance of wing missions may make some templates too hard for solo players. No doubt they will have to deal with a lot of balance issues. Frankly, I'm surprised that no threads have started about the fact we'll be able to share Elite missions with new players, effectively boosting their progress. Remember the outrage over being able to do that with multi-crew? I'm sure it's coming. Personally, I'm fine with it, but we'll see.
 
FD do like adding new systems to complicate matters instead of working with what they have.

I can see some potential issues with people joining and leaving wings, mission stacking across wing members, and the various locations of wings members could lead to some exploits with sharing missions, but they could be resolved.

But seriously, I don't see it as being any more complicated than - if we're in a wing then we share the rewards of any wing members missions.
And then you add more difficult missions that are wing recommended.
 
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