Dead Men Walking

Forum Archive 2023 => dMw Gaming => Gaming Archive => Elite: Dangerous => Topic started by: ArithonUK on February 18, 2015, 12:42:14 PM

Title: Elite Dangerous 1.2 - Wings PC Gamer article
Post by: ArithonUK on February 18, 2015, 12:42:14 PM
PC Gamer have an article (http://www.pcgamer.com/elite-dangerous-12-preview-flying-together-with-wings/) on the "Wings" update coming to Elite in a couple of weeks.

Some interesting nuggets of information there. A lot of the stuff we've been hoping to see. Elite 1.2 will be released as Beta in the first week of March and then made generally available a week later.

QuotePlayers will be able to share lots of feedback across the wingâ€"who is  targeting who, hull and shield statuses, etc.â€"and more easily follow  each other in and out of Super Cruise

QuoteThe status of your wingmen will be displayed on your ship UI, and wing  members will be colour-coded on the scanner and comms window, making it  easy to keep track of your squadron

Quoteplayers will start to see larger, more dangerous signal sources, where single ships would be at serious risk
Quotethey’ll find the rewardsâ€"in terms of bounties and cargoâ€"will be suitably elevated in line with the challenge.

QuoteWhile the coordinated firepower of a wing will be much increased, the  four-pilot limit has been designed to prevent a squadron from owning a  system. "It allows multiple wings to be present at any given location  and it prevents a single wing from being able to completely dominate  through sheer numbers," says Sammarco of the pilot cap.

QuoteWhen jumping, pilots can choose to lock-on to any member of their wing,  and so automatically follow them in and out of Super Cruise. In  addition, the rules around manually entering and exiting a jump are  slightly relaxed for wing membersâ€"allowing them to more easily arrive in  the same corner of space.

QuoteWe could add things like cargo depots which allow multiple wingmen to  load and deliver cargo for the same mission, and offer new ways for  ships in a wing to interact with one another, like having limpets to  transfer fuel between the wing or allowing players to take formation  around stellar bodies and perform advanced linked scans.


So red wing, blue wing, gold wing, etc. on the way!
Title: Elite Dangerous 1.2 - Wings PC Gamer article
Post by: sulky_uk on February 18, 2015, 01:47:08 PM
red 5 checkin..ah crap

i hereby declare that in the red wing there will be no number 2 (who wants to be called number 2 anyhow)

red five checking in
Title: Elite Dangerous 1.2 - Wings PC Gamer article
Post by: BrotherTobious on February 18, 2015, 03:23:56 PM
Quote from: sulky_uk;395318red 5 checkin..ah crap

i hereby declare that in the red wing there will be no number 2 (who wants to be called number 2 anyhow)

red five checking in

Your no Jedi!!
Title: Elite Dangerous 1.2 - Wings PC Gamer article
Post by: ArithonUK on February 18, 2015, 05:04:53 PM
Quote from: BrotherTobious;395324Your no Jedi!!

That's not the film reference you're looking for, move along!
Title: Elite Dangerous 1.2 - Wings PC Gamer article
Post by: Sneakytiger on February 18, 2015, 05:50:16 PM
[video=youtube;kxH6YErAIgA]https://www.youtube.com/watch?v=kxH6YErAIgA[/video]

lol.
Title: Elite Dangerous 1.2 - Wings PC Gamer article
Post by: ArithonUK on February 18, 2015, 06:38:46 PM
"Simply Red standing by"

:roflmao:
Title: Dev Update 19/02/2015
Post by: ArithonUK on February 19, 2015, 03:36:46 PM
See full post here (https://forums.frontier.co.uk/showthread.php?t=116449).

Group jump is limited to lowest capable ship, so get upgrading those FSD's now please!!!

Group size was limited to avoid domination, but also HUD spam!
Quote from: Michael BrookesOne aspect was the why we selected four pilots  as being  the wing size ... the real issue of making sure the  feedback for wings integrated well with the HUD.

Group FSD jumps and exit from supercruise at the same time/place will now be possible.
 
Quote from: Michael BrookesOne of the new additions with Wings is the ability to lock-on to your  wing mates. The lock-on is a new feature specifically for wings. It lets  you lock the details of a wingman’s ship into your nav-computer and  â€œsoft-slave” your frame shift drive to theirs. Even though we’ve relaxed  the limits for using wakes of wingmen (you can be travelling faster and  farther away and still drop in/out of super cruise), a wing lock-on  automates FSD use â€" all you need to do is fly close enough. You still  need to make sure you’re eligible to make the jump, but it should  dramatically help in time critical situations, such as when your wingman  is being interdicted.

USS's will be a little less unknown.
 
Quote from: Michael BrookesChanges  to USSs are being made so you can scan them in advance to gain an  impression of the scale of the signal â€" beware the larger scale USSs as  they might be too dangerous, especially if you’re alone!

AI Ships will hunt in packs too.
 
Quote from: Michael BrookesNPCs get the ability to fly  in groups of their own
Title: Developer update 26/02/2015
Post by: ArithonUK on February 26, 2015, 03:17:20 PM
Lameduck and other explorers will soon be able to send a photo with themselves in it! Postcards From the Edge (of the Galaxy)


Quote from: Michael BrookesHi everyone,

The beta release for update 1.2 is rapidly approaching and I have some more details to share in this week’s update.

First  let’s look at some more details on the Wings functionality â€" Wing  Beacons. Player wings exist to enable cooperative game play. One of the  neat features wings use to support this notion is the wing beacon. This  nifty little device allows you to send a signal from normal space into  the system’s super cruise environment.
Your wing will be able to see  the signal - regardless of distance - as long as they are in super  cruise in the system; they can use it just like a wake and drop down to  your location.

The wing beacon also leaves the door open for  future updates to trigger game events from it, such as distress calls to  nearby Commanders and AI ships for example. But right now it makes all  the difference when you drop into your wing’s system; with a simple  flick of a switch, your team members will be able to instantly lead you  to their position.

Wings also brings an overhaul for comms. The  most obvious change is the ability to transmit open broadcasts. Such  text messages will now be received by all ships nearby. Of course, you  can toggle your ship’s ability to receive such broadcasts at will.

We’ve  also popped in some text line syntax, allowing you to /T talk directly  to the ship you’ve targeted, /R respond to the ship that last talked  directly to you, as a well as /W talk to your wing. When you join a  wing, you will by default send communications to them, but you can  quickly toggle this option when you type your message.

Another  change related to comms is that commanders docked in starports will now  remain on your contact list so you can chat with them while docked.

Another  aspect we’ve looked into is the operating costs on ships, so in 1.2  we’ve performed a balance pass on repair costs. This change should  really help Commanders make profit from combat roles: as long as they  don’t die, their repair costs should not eat away all of the profit they  might be making from bounties and the like.

Balancing the  various economies and risks in the game is an ongoing affair, so this  probably won’t be the last change we make, but we believe lowering  repair costs is on the safer side, so it’s a good candidate to test out  and bed in first.

We’ve also added a cool new feature for people  with damaged modules. We’re activating diagnostics repair-reboot  functionality on all ships. Whilst still not a match for an automatic  field-maintenance module, this function allows a ship to reboot and  jury-rig completely broken modules, getting them back up and running at a  couple of percent health. Of course, there’s a cost: for every percent  of health repaired, another, healthier module will be stripped of double  this amount as components are cannibalised.

For people  wanting to take screenshots or look at their own ships we’re also  unlocking a debug camera. This allows you take limited control of the  camera outside of your ship. This isn’t a gameplay camera and is purely a  debug function to allow players to see their ship.

Looking  beyond the 1.2 release we have the Mac beta, still scheduled for the  end of March. Beyond that we have the 1.3 update and we’ll share more  information on that update ‘soon’.

Thanks

Michael
Title: Elite Dangerous 1.2 - Wings PC Gamer article
Post by: BrotherTobious on February 27, 2015, 05:40:13 PM
According to the new update #64 you will external can so you can see your ship.

I think that might please OB

Sent from my Nexus 5
Title: Elite Dangerous 1.2 - Wings PC Gamer article
Post by: OldBloke on February 27, 2015, 08:06:01 PM
Quote from: BrotherTobious;395785... I think that might please OB

'bout bleedin' time.