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