Wings Mass Balance

At the moment you can have 4 players in a wing, no matter what their ships are.

I think it would be more flexible if there was a maximum mass that could be in a wing, so you couldn't have 4 anacondas, but could have 6 (maybe 4 would still be the max number due to balancing and network load) cobras.

Maybe have some equipment that lowers your "wing mass"?

Most of the wings I see have an FDL and a Clipper, then you might have some Pythons, Vultures, or sometimes a Cobra. Its hard to imagine what player they could interdict for a challenge. Outside of CGs I can't imagine its easy to find another wing to fight.

Having a player in an anaconda take on 6 players in eagles seems like more fun to me for both sides.
 
That would break trading in wings. Its fine as is. Just wish we could have bigger wings overall.

Well trading in wings is horribly broken already, with the jump exploit.
Maybe the mass of the cargo you are carrying could somehow lower the ships wing mass. Makes no logical sense, but would allow trade ships to stay unchanged.
 
Like masslock, it could just be an arbitrary points value rather than mass.

Fer-de-Lance, Anacondas, Pythons and so on are worth more points than Asps or Cobras, which are worth more points than Sidewinders and Adders and so on.
 
Like masslock, it could just be an arbitrary points value rather than mass.

Fer-de-Lance, Anacondas, Pythons and so on are worth more points than Asps or Cobras, which are worth more points than Sidewinders and Adders and so on.

Yeah, i like this idea.

doubt it'll happen though - i expect it's more about instancing than anything else.
 
At the moment you can have 4 players in a wing, no matter what their ships are.

I think it would be more flexible if there was a maximum mass that could be in a wing, so you couldn't have 4 anacondas, but could have 6 (maybe 4 would still be the max number due to balancing and network load) cobras.

Maybe have some equipment that lowers your "wing mass"?

Most of the wings I see have an FDL and a Clipper, then you might have some Pythons, Vultures, or sometimes a Cobra. Its hard to imagine what player they could interdict for a challenge. Outside of CGs I can't imagine its easy to find another wing to fight.

Having a player in an anaconda take on 6 players in eagles seems like more fun to me for both sides.

I see what your getting at but at the moment my only concern with wings is the instant shield recharge exploit, which I think is the one that should be top priority
 
Most of the wings I see have an FDL and a Clipper, then you might have some Pythons, Vultures, or sometimes a Cobra. Its hard to imagine what player they could interdict for a challenge.

Who talks about challenge? Just pop those paperplanes with an evil laugh, that should do it.
 
While we're at it, can we please remove the indication that a player/npc is in a wing and how many people are in the wing when selected? That information is entirley too meta.
 
4 in a wing for player, but NPC can have more. I have seen 13 in a wing before now....Now imagine being interdicted or trying to take on that lot. :eek:
 
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The suggestion would make sense if this were a pure PVP wing combat game. As it is that's just one aspect of the experience. I wouldn't want to be the community spokesman who had to tell players they can't trade or explore with their friends because their ships are too heavy.
 
... with the jump exploit.
...

Sorry to be off topic, but I have to ask - I've not seen that confirmed by FD as an exploit yet - is there a link to it anywhere? or is that a personal opinion on it?

(I personally believe it is an exploit, but would like a quote from FD as proof of it for anyone who'd try to defend that as "working as intended").

Also, a wing mass to lock down larger targets would be cool. Though a wind of 4 Anacondas could be an issue :eek:
 
Sorry to be off topic, but I have to ask - I've not seen that confirmed by FD as an exploit yet - is there a link to it anywhere? or is that a personal opinion on it?

(I personally believe it is an exploit, but would like a quote from FD as proof of it for anyone who'd try to defend that as "working as intended").

Also, a wing mass to lock down larger targets would be cool. Though a wind of 4 Anacondas could be an issue :eek:

I believe a dev said the velocity of the players ship is set to near infinity when exiting hyperspace, and this is causing an error with the range that you can jump into a wingmans beacon. Meaning you instantly jump to the location of the beacon no matter how far it is from your entrance point near the star.

Can I find this information to actually post? No :(
 
I believe a dev said the velocity of the players ship is set to near infinity when exiting hyperspace, and this is causing an error with the range that you can jump into a wingmans beacon. Meaning you instantly jump to the location of the beacon no matter how far it is from your entrance point near the star.

Can I find this information to actually post? No :(

Cheers for the heads up, I will look through the forums for the posts with a bit more vigour.
I was only recently told (and shown) about this and I said it didn't feel right. If I find it, I will post it here.

Thanks.

Edit: found it;

Hello Commander jabokai!

I believe we could have used your solution to store the shield value when jumping to super cruise and restore it upon dropping down into normal space, but we think this wouldn't be quite as nice as the slightly more thorough solution; I would prefer to avoid situations where a ship could spend a very long time in super cruise and still drop out with no shields. Hopefully you would agree (especially as there's no benefit either way in terms of when we can get the fix out :))?

Hello Commander {SAS}Stalker!

Yes, we're aware of the teleportation issue (where ships using wing beacons were traveling enormous distances automatically), and again, I *think* we've spanked it. Turns out that ships could sometimes get into a situation where their "time horizon" (that determined what was close enough to trigger a wing beacon) covered the entire system.

No ETA on when these fixes will push through, but they're definitely coming!

***UPDATE***

Let's keep things friendly - nothing wrong with Commander jabokai's question.
 
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Max 4 in a wing was a design decision to ensure one wing doesn't lock out the instance for all other players.
 
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