Wing Missions should increase challenge, not just volume of work

Wing Assassination missions are a blast. You can solo them if you fight smart, but they're way fun with friends, working together as a team to overcome a powerful, numerous enemy force. Some more variety in the scenarios would be nice in terms of the enemy force and threat levels, but they are a great example of co-op play done right.

Wing Massacre and Hauling missions, not so much. All those really do are take existing missions and add a x10 or x20 multiplier to the workload. Forget payout for a moment - there are a ton of threads on balancing the rewards for these missions. I'm talking about the lack of challenge these missions offer, unlike the Assassination missions. Assassination missions create meaningful co-op experiences that justify flying in a wing in a way that Haulage and Massacre missions don't.

For example, you can take a massacre mission to kill 25 pirates, or a wing massacre to kill 250, but you're still killing the same exact pirates in the same way, winged or not. The challenge level is no different whether you are alone or in a wing of four. All you're doing is setting yourself up to do the same activity 10x longer. Same as a CZ massacre mission - you just increase the threshold of a counter.

Wing Haulage missions can benefit from little bit of planning and with a functional nav lock, coordination between pilots means you can move a lot of cargo in a short amount of time, but fundamentally you're just doing the same thing you'd be doing if you each took the same mission to deliver the same cargo to the same destination, just more times in a row. Being in a wing doesn't provide any inherent advantage or any really new gameplay.

In both cases, Wing Haulage and Wing Massacre missions would greatly benefit from the additional challenge presented by Wing Assassination missions. The mission givers should warn CMDRs that the opposition is lining up against them and the Wing Mission is going to pay well because whoever attempts it just might get their afts kicked. They're paying top credit, though, because the job needs to be done in spite of the risk.

Accepting a Wing Massacre mission should cause enemies to spawn in wings in hazrezes and compromised nav beacons, with swarms of sidewinders and eagles where CMDR wings need to work to swat them down before they're chewed apart. Wing Haulage missions should result in interdictions where instead of that series of four differently named Dangerous Anaconda or Fer-de-Lance or FAS come at you one at a time, you get jumped by a Wing Assassination level assault force coming to take your tasty cargo, or just to prevent you completing a mission to a rival faction.

Wing missions are a good attempt to add meaningful co-op content to a game that has been crying for it since Wings were introduced way back in 1.2, but they could (and should) represent a challenge that has to be overcome with planning and teamwork, with rewards to match the increased risk.

As a side benefit, adjusting wing missions difficulty with challenge instead of quantity of targets/tonnage would solve a some of the balance issues and cries of NERRRRRF as the devs try to keep single mission payments in line with the ones that are just x10 and x20 volume missions. Adjusting the payout to the challenge of a wing mission rather than how far a tonnage/target counter must be advanced is the way to go.

All IMO, of course.
 
Someone pointed out to me that the purpose of wing haulage was to provide fighter support to large haulers. Are you saying that there are no hard interdictions to deal with, it's just moving cargo and that's it?
 
Wing Assassination missions are a blast. You can solo them if you fight smart, but they're way fun with friends, working together as a team to overcome a powerful, numerous enemy force. Some more variety in the scenarios would be nice in terms of the enemy force and threat levels, but they are a great example of co-op play done right.

Wing Massacre and Hauling missions, not so much. All those really do are take existing missions and add a x10 or x20 multiplier to the workload. Forget payout for a moment - there are a ton of threads on balancing the rewards for these missions. I'm talking about the lack of challenge these missions offer, unlike the Assassination missions. Assassination missions create meaningful co-op experiences that justify flying in a wing in a way that Haulage and Massacre missions don't.

For example, you can take a massacre mission to kill 25 pirates, or a wing massacre to kill 250, but you're still killing the same exact pirates in the same way, winged or not. The challenge level is no different whether you are alone or in a wing of four. All you're doing is setting yourself up to do the same activity 10x longer. Same as a CZ massacre mission - you just increase the threshold of a counter.

Wing Haulage missions can benefit from little bit of planning and with a functional nav lock, coordination between pilots means you can move a lot of cargo in a short amount of time, but fundamentally you're just doing the same thing you'd be doing if you each took the same mission to deliver the same cargo to the same destination, just more times in a row. Being in a wing doesn't provide any inherent advantage or any really new gameplay.

In both cases, Wing Haulage and Wing Massacre missions would greatly benefit from the additional challenge presented by Wing Assassination missions. The mission givers should warn CMDRs that the opposition is lining up against them and the Wing Mission is going to pay well because whoever attempts it just might get their afts kicked. They're paying top credit, though, because the job needs to be done in spite of the risk.

Accepting a Wing Massacre mission should cause enemies to spawn in wings in hazrezes and compromised nav beacons, with swarms of sidewinders and eagles where CMDR wings need to work to swat them down before they're chewed apart. Wing Haulage missions should result in interdictions where instead of that series of four differently named Dangerous Anaconda or Fer-de-Lance or FAS come at you one at a time, you get jumped by a Wing Assassination level assault force coming to take your tasty cargo, or just to prevent you completing a mission to a rival faction.

Wing missions are a good attempt to add meaningful co-op content to a game that has been crying for it since Wings were introduced way back in 1.2, but they could (and should) represent a challenge that has to be overcome with planning and teamwork, with rewards to match the increased risk.

As a side benefit, adjusting wing missions difficulty with challenge instead of quantity of targets/tonnage would solve a some of the balance issues and cries of NERRRRRF as the devs try to keep single mission payments in line with the ones that are just x10 and x20 volume missions. Adjusting the payout to the challenge of a wing mission rather than how far a tonnage/target counter must be advanced is the way to go.

All IMO, of course.

Agree with this in full.

Just so everyone knows, FD cant see rep, so if you agree with an idea/point, post saying so...
 
Someone pointed out to me that the purpose of wing haulage was to provide fighter support to large haulers. Are you saying that there are no hard interdictions to deal with, it's just moving cargo and that's it?

Fighter escort? Why?

Last time I played I noticed no NPC could even interdict me. ie: I could out mini-interdict-game all NPCs.

Secondly, what issue is there when you can submit, boost away and SC often without even a shot hitting you?
 
Wing Assassination missions are a blast. You can solo them if you fight smart, but they're way fun with friends, working together as a team to overcome a powerful, numerous enemy force. Some more variety in the scenarios would be nice in terms of the enemy force and threat levels, but they are a great example of co-op play done right.

Wing Massacre and Hauling missions, not so much. All those really do are take existing missions and add a x10 or x20 multiplier to the workload. Forget payout for a moment - there are a ton of threads on balancing the rewards for these missions. I'm talking about the lack of challenge these missions offer, unlike the Assassination missions. Assassination missions create meaningful co-op experiences that justify flying in a wing in a way that Haulage and Massacre missions don't.

For example, you can take a massacre mission to kill 25 pirates, or a wing massacre to kill 250, but you're still killing the same exact pirates in the same way, winged or not. The challenge level is no different whether you are alone or in a wing of four. All you're doing is setting yourself up to do the same activity 10x longer. Same as a CZ massacre mission - you just increase the threshold of a counter.

Wing Haulage missions can benefit from little bit of planning and with a functional nav lock, coordination between pilots means you can move a lot of cargo in a short amount of time, but fundamentally you're just doing the same thing you'd be doing if you each took the same mission to deliver the same cargo to the same destination, just more times in a row. Being in a wing doesn't provide any inherent advantage or any really new gameplay.

In both cases, Wing Haulage and Wing Massacre missions would greatly benefit from the additional challenge presented by Wing Assassination missions. The mission givers should warn CMDRs that the opposition is lining up against them and the Wing Mission is going to pay well because whoever attempts it just might get their afts kicked. They're paying top credit, though, because the job needs to be done in spite of the risk.

Accepting a Wing Massacre mission should cause enemies to spawn in wings in hazrezes and compromised nav beacons, with swarms of sidewinders and eagles where CMDR wings need to work to swat them down before they're chewed apart. Wing Haulage missions should result in interdictions where instead of that series of four differently named Dangerous Anaconda or Fer-de-Lance or FAS come at you one at a time, you get jumped by a Wing Assassination level assault force coming to take your tasty cargo, or just to prevent you completing a mission to a rival faction.

Wing missions are a good attempt to add meaningful co-op content to a game that has been crying for it since Wings were introduced way back in 1.2, but they could (and should) represent a challenge that has to be overcome with planning and teamwork, with rewards to match the increased risk.

As a side benefit, adjusting wing missions difficulty with challenge instead of quantity of targets/tonnage would solve a some of the balance issues and cries of NERRRRRF as the devs try to keep single mission payments in line with the ones that are just x10 and x20 volume missions. Adjusting the payout to the challenge of a wing mission rather than how far a tonnage/target counter must be advanced is the way to go.

All IMO, of course.
Years ago I dreamed of Wing missions offering more involved/interesting combat scenarios, you know from like games that came out TWENTY YEARS ago. Escorting VIP ships through an asteroid fields to an asteroid base. Pretecting a ship being repaired. Attacking a convoy to destroy one or more target ships. Protecting/attack a platform. Locating a pirate base, removing it's defense, before going into damage/destroy the base. Some of the Wing using stealth as well as just plain old fire power. etc etc...

Are we near there yet after 3-4yrs?
 
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I think there should be two types of wing cargo missions :

  • High volume of low value cargo, with low risk of interdiction. Perfect for a full hauling wing.
  • Medium volume of high value cargo, with high risk of very dangerous pirate attack. Perfect for an mixed haulage/escort wing.

Massacre / Pirate Massacre missions should be reworked to a low number of difficult targets. Killing 127 pirates is just terrible wing
mission design : boring and does not go any faster unless the team splits between RES.
 
I respectfully disagree regarding your point regrading wing haulage missions. Some space truckers like myself play the game to relax. I initially started playing Elite after a gaming website described it as Euro Truck Simulator in space. If you want to focus on combat take combat oriented missions, but if you just want to focus on trading do that. I am not against adding other sorts of skill if that is possible, but adding more interdictions to trading missions doesn't seem helpful to me. Maybe in Anarchy systems but yeah the game has enough pew pew already in my books.
 
Someone pointed out to me that the purpose of wing haulage was to provide fighter support to large haulers. Are you saying that there are no hard interdictions to deal with, it's just moving cargo and that's it?

There's just the same interdiction mechanic for existing missions. You might have enemies that come at you one at a time from a list sent to you in an email, but that's it. Last night a buddy and I ran 4000 tons of survival equipment between two points in unarmed T-9s and never got interdicted once. Even if we did, evading interdiction isn't that hard, or submitting and jumping away. The best part about wing haulage missions is you can plan smart to minimize the number and duration of trips, but that's really all that separates them from standard haulage missions.

I respectfully disagree regarding your point regrading wing haulage missions. Some space truckers like myself play the game to relax. I initially started playing Elite after a gaming website described it as Euro Truck Simulator in space. If you want to focus on combat take combat oriented missions, but if you just want to focus on trading do that. I am not against adding other sorts of skill if that is possible, but adding more interdictions to trading missions doesn't seem helpful to me. Maybe in Anarchy systems but yeah the game has enough pew pew already in my books.

I don't think space trucking should be hindered either. I enjoy hauling for the sake of hauling myself. I'm talking about Wing missions, specifically, and it doesn't have to be all or nothing. Wing missions should have a reason to exist other than providing solo pilots with a trading treadmill. You can haul a bunch of cargo back and forth with existing missions to your heart's content, staying in high sec systems to minimize the risk of getting jacked. Wing missions should provide an opportunity for CMDRs who want extra risk to dive into the deep end of the ocean to swim with the sharks as a team, and provide rewards for doing so.

Because right now, it's the same gameplay with a different interface and it could be so much more.
 
I don't think space trucking should be hindered either. I enjoy hauling for the sake of hauling myself. I'm talking about Wing missions, specifically, and it doesn't have to be all or nothing. Wing missions should have a reason to exist other than providing solo pilots with a trading treadmill. You can haul a bunch of cargo back and forth with existing missions to your heart's content, staying in high sec systems to minimize the risk of getting jacked. Wing missions should provide an opportunity for CMDRs who want extra risk to dive into the deep end of the ocean to swim with the sharks as a team, and provide rewards for doing so.

Because right now, it's the same gameplay with a different interface and it could be so much more.

If there were such a thing as non-wing haulage missions that were larger than 180t and that could fill my Cuttter 720t hold in one go I’d agree. But right now, unless you get lucky on the board, the best missions available for solo space truckers are the “wing” missions.

I agree though that something has to give, and I have long been calling for a focused feedback session on missions.
 
Are you honestly surprised that FDEV just increases volume and writes it off as: "Wing Missions - Completed!"

FDEV has always shortcutted things since Gamma.

I'm not surprised.
 
Are you honestly surprised that FDEV just increases volume and writes it off as: "Wing Missions - Completed!"

FDEV has always shortcutted things since Gamma.

I'm not surprised.

Me, neither. But I'm a sucker for attempts at betterment and lost causes. The two seem to go hand in hand. :p
 
They should introduce new mission types as well.

Why everything has to repeat the same? Wing missions is like solo mission but with more work? Ugh.

They could do 10000 actually new things/missions, they are unable to do even... 1?
 
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