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[[File:Wing-Ships-Elite-Dangerous.png|thumb|300px|A Team of ships]]
[[File:Team-Ships-Elite-Dangerous.png|thumb|300px|A Team of ships]]
'''Teams''', allow [[commander]]s and NPCs to fly together in groups of up to four [[ships]]. Teams allows for multiple benefits for multiple roles. For example, [[trader]]s can be escorted by their teammates for extra security, and the escorts will earn 5% of the trader's profit from selling [[commodities]]. Teammates can also lock onto each other to follow their [[hyperspace]] routes, and one teammate will automatically drop of out [[supercruise]] if they follow the [[Frame Shift Drive Wake|wake]] of another teammate. [[Wing Missions]] can be shared among all teammates. Teams were originally called Wings until [[Elite Dangerous: Odyssey|Odyssey]].
'''Teams''' allow [[commander]]s and NPCs to fly together in a group of up to 4 [[ships]]. Teams gain multiple benefits via roles. For example, [[trader]]s can be escorted by teammates for extra security, and the escorts will earn 5% of the trader's profit from selling [[commodities]]. Teammates can lock onto each other to follow their [[hyperspace]] routes. A teammate automatically drops out of [[supercruise]] if they follow the [[Frame Shift Drive Wake|wake]] of another teammate. [[Team Missions]] can be shared among all teammates. Teams were originally called Wings until [[Elite Dangerous: Odyssey|Odyssey]].


==Joining and Leaving==
= Joining and Leaving =
[[File:Ships-Wing-Sideview.png|thumb|250px|Sideview of ships in a Wing]]
[[File:Ships-Team-Sideview.png|thumb|250px|Sideview of ships in a Team]]
Joining and leaving a Team is performed through the comms panel of the [[HUD]].
Joining and leaving a Team is performed through the comms panel of the [[HUD]].


===Inviting===
== Inviting ==
To start a team, select a Commander from the Comms Contacts tab in the Comms panel and choose "Invite to Team."
To start a team:


You'll see the contact listed under a new, "Team Requests" heading.
# Select a Commander from the Comms Contacts tab in the Comms panel and choose "Invite to Team." You'll see the contact listed under a new, "Team Requests" heading.
# Once the Commander accepts the invitation, a team is formed. All teammate contacts will be listed under a "Teams" heading.
# All teammates may issue invites until the team is full (contains 4 Commanders).


Once the Commander accepts the invitation, a team is formed. All teammate contacts will be listed under a "Teams" heading.
== Accepting ==
 
All teammates may issue invites until the team is full (contains four Commanders).
 
===Accepting===
When a Commander invites you to join a team, a notification marker will appear next to your Inbox tab.
When a Commander invites you to join a team, a notification marker will appear next to your Inbox tab.


Navigate to your Inbox tab in the Comms Panel to view the invitation.
# Navigate to your Inbox tab in the Comms Panel to view the invitation.
 
# Highlight and select the TICK/CHECKMARK to accept the invitation.
Highlight and select the TICK/CHECKMARK to accept the invitation.
# Highlight and select the CROSS/X to decline the invitation.
 
Highlight and select the CROSS/X to decline the invitation.
 
===Leaving===
To leave a team, select the Options entry under the "Teams" heading from the Comms Contacts tab and choose "Leave Team."


You can leave a team at any time. However, if you leave a team there is a cool down before you can join or start a new team.
== Leaving ==
To leave a team:


==Interface==
# Select the Options entry under the "Teams" heading from the Comms Contacts tab and choose "Leave Team."
[[File:Wings.jpg|thumb|250px|A group of four pilots in a team]]
# You can leave a team any time. However, if you leave a team there is a cooldown before you can join or start a new team.
Replacing the ship warning lights HUD bar is the teams interface. The warning lights are relocated to the top of the Info Panel.


Each Teammate in your team will have a status element in the teams interface HUD.
= Interface =
[[File:ED Teams HUD.jpg|thumb|250px|A group of four pilots in a team]]
Replacing the ship warning lights HUD bar is the teams interface. The warning lights are relocated to the top of the Info Panel.  


This element displays several pieces of information:
Each Teammate in your team will have a status element in the teams interface HUD. This element displays several pieces of information:
* Teams Icon: each Teammate has a ID icon used to identify them in the HUD
* Teams Icon: each Teammate has a ID icon used to identify them in the HUD
** Your own ID icon is displayed at the top left of your Comms Panel tab line
** Your own ID icon is displayed at the top left of your Comms Panel tab line
Line 46: Line 41:
* Below the Commander name is the teammate's current target
* Below the Commander name is the teammate's current target
** If the teammate is in a different system the system name is displayed here
** If the teammate is in a different system the system name is displayed here
When a teammate targets a vessel, their ID icon will appear next to the entity when you look at it.
Also important:
 
All HUD elements connected with your teammates are coloured cyan to help you spot them.
 
When a vessel is hostile to a teammate, it will display with purple HUD elements to inform you of the state.


When you target a vessel and perform a basic scan, the bottom left target info panel will display if the ship is in a team and how many members the team has.
* When a teammate targets a vessel, their ID icon will appear next to the entity when you look at it.
* All HUD elements connected with your teammates are coloured cyan to help you spot them.
* When a vessel is hostile to a teammate, it will display with purple HUD elements to inform you of the state.
* When you target a vessel and perform a basic scan, the bottom left target info panel will display if the ship is in a team and how many members the team has.


==Features==
= Features =
[[File:Wings icons.jpg|thumb|200px|Team icons]]
[[File:Team Icons ED.png|thumb|200px|Team icons]]
There are several beneficial features that become active when you are in a team:
There are several beneficial features that become active when you are in a team:


===Teammate  Targeting===
=== Teammate  Targeting ===
{| class="article-table"
{| class="article-table"
!New Binding
!New Binding
Line 76: Line 70:
|}
|}


You can use new hotkey bindings to quickly target each Teammate in your team.
* You can use new hotkey bindings to quickly target each Teammate in your team.
 
* If you target a Teammate you will target their wake if applicable.
If you target a Teammate you will target their wake if applicable.
* If you target a Teammate in a different system you will target their system.
 
* If you have a Teammate targeted, you can use the Select Teammate's Target binding.
If you target a Teammate in a different system you will target their system.
* In addition, all scans performed by Teammates are shared across the entire team as long as they are present at the location.
 
If you have a Teammate targeted, you can use the Select Teammate's Target binding.
 
In addition, all scans performed by Teammates are shared across the entire team as long as they are present at the location.


=== Teammate Relaxed Requirements ===
=== Teammate Relaxed Requirements ===
When using wakes created by your Teammate, you can travel faster and be further away and still safely use them.
When using wakes created by your Teammate, you can travel faster, be further away and still safely use them.


===Teammate Crime Exemption===
=== Teammate Crime Exemption ===
You cannot commit crimes against Teammates and no authorities will intervene as long as your actions do not affect other ships or structures.


Cargo can be freely transferred between Teammates  who all count as its owner.
* You cannot commit crimes against Teammates and no authorities will intervene as long as your actions do not affect other ships or structures.
* Cargo can be freely transferred between Teammates  who all count as its owner.
* Crimes against non-Teammates remain personal. Other Teammates are not punished directly, though they may well commit crimes if they wish to help out.


Crimes against non-Teammates remain personal. Other Teammates are not punished directly, though they may well commit crimes if they wish to help out.
== Teammate Nav-Lock ==
Nav-lock is short for 'Navigation lock'. You can 'slave' your ship's [[Frame Shift Drive]] to a Teammate's ship.  


===Teammate Nav-Lock===
The system is buggy since it's introduction and has never been fixed. While some players claim it works or worked for them consistently, many others say it either works erratically or not at all.  
You can slave your ship's frame shift drive to a Teammate's vessel. Select a Commander from the Comms Contacts tab in the Comms panel who is listed under the "Team" heading and choose "Engage Teammate Nav-Lock."


You will see a square marker appear on the Teammate's status element in the team interface.
It has several harsh requirements for it to work properly:
* Both ships must be inside a very small range, both in normal space and in [[Supercruise]]. In Supercruise especially, it is basically impossible to maintain the range, as the ship cannot fully stop there.


When you are nav-locked, the following effects occur *automatically* if you are close enough to them.
* When following a Plotted Hyperjump route, before each jump the leading and following ship have to meet in the same system, in Supercruise, in Nav-lock range or close, and again jump together.<br>This is difficult to do in SC. It is risky to do close to the star (where jumps usually occur on route). It is very inconvenient, because the follower ship always arrives with a delay and the leading ship must wait constantly. If the leading ship arrives in a system and instantly Hyperjumps to the next system before the follower ship arrives then the Nav-lock won't follow.
For these reasons the system is largely unusable.


When the nav-lock marker is cyan, you are within nav-lock range.
=== Turning on and off ===


When the nav-lock marker is red, you are out of range.
* Select a Commander from the Comms Contacts tab in the Comms panel who is listed under the "Team" heading and choose "Engage Teammate Nav-Lock." You will see a square marker appear on the Teammate's status element in the team interface.
* To turn off the nav-lock, select the nav-locked Commander from the Comms Contacts tab in the Comms panel who is listed under the "Team" heading and choose "Cancel Teammate Nav-Lock."


*You will follow the Teammate into and out of super cruise
* When the nav-lock marker is cyan, you are within nav-lock range. When the nav-lock marker is red, you are out of range.
* When the leading ship performs any kind of jump, and you are not in range to instantly follow, then the same square cyan Nav-lock marker appears at the point of jump (together with standard High / Low wake).
* You can only slave your drive to a single Teammate at a time, but you can freely change the nav-lock target.


**Standard requirements still apply (retracted hardpoints and gear, etc.)
=== Nav-lock effects ===
 
This table explains the intended features / effects of Nav-lock and the actual broken behavior
*You will follow the Teammate into a hyperspace jump
{| class="article-table mw-collapsible" border="1" cellspacing="1" cellpadding="1"
 
|-
**Standard requirements still apply (retracted hardpoints and gear, capable FSD, fuel, etc.)
! scope="col" |Leading teammate action
 
! scope="col" |Intended follower teammate effect
*You will follow the Teammate's wakes
! scope="col" |Bugged follower teammate effect
 
|-
**Standard requirements still apply
|Jump from normal space to Supercruise
 
|Supercruise automatically starts charging<br>Pilot has to manually throttle up<br>Ship auto-follows into SC<br>(Standard requirements still apply: retracted hardpoints, etc.)
Note, you can only slave your drive to a single Teammate at a time, but you can change the nav-lock target freely.
|SC charging doesn't start because follower ship is out of range<br>Nav-lock target then sometimes vanishes
 
|-
To turn off the nav-lock, select the nav-locked Commander from the Comms Contacts tab in the Comms panel who is listed under the "Team" heading and choose "Cancel Teammate Nav-Lock."
|Hyperjump from normal space
 
|Target system automatically locked<br>Hyperjump auto starts charging<br>Pilot has to manually align to jump target<br>Ship auto performs the Hyperjump<br>(Standard requirements still apply: retracted hardpoints, capable FSD, enough fuel, etc.)
===Teammate Beacon Signal===
|When charged, ship auto-jumps to Supercruise
When in normal space, you can activate your ship's beacon signal, by navigating to the Functions tab, highlighting and selecting "Beacon."
|-
 
|Hyperjump from Supercruise
Choose "Team" to turn the beacon signal on.
|Target system automatically locked<br>Hyperjump auto starts charging<br>Pilot has to manually align to jump target<br>Ship auto performs the Hyperjump<br>(Standard requirements still apply)
|A. When charged, ship drops to normal space<br><br>B. Ship does not auto start charging, with "Out of range" message.<br>Ship is unusually slow to reach the Nav-lock target, or the target is moving away
|-
|Drop from Supercruise to normal space
|Drops into same normal space instance<br>Does not have to lower speed to drop. Does not take damage if dropping at high speed.<br>If ships are initially far away, pilot has to 1st manually fly close to the lead's location
|A. Drops into their own empty normal space instance, far away from lead<br>Multiple follower ships can each end up in their own empty instances<br><br>B. Even when hundreds Ls away from lead, drops on the spot into their own empty normal space instance
|}


Choose "Off" to turn the beacon signal off.
== Teammate Beacon Signal ==
When in normal space, you can activate your ship's beacon signal by navigating to the Functions tab, highlighting and selecting "Beacon."


Whilst the beacon signal is on, any Commanders at super cruise in your system will see a signal contact on their sensors.
* Choose "Team" to turn the beacon signal on.
* Choose "Off" to turn the beacon signal off.


You can target and drop out at a signal contact to arrive at the Teammate's location in normal space.
* Whilst the beacon signal is on, any Commanders in [[supercruise]] in your system will see a signal contact on their sensors.
* You can target and drop out at a signal contact to arrive at the Teammate's location in normal space.


=== Teammate Massacre Missions ===
== Teammate Massacre Missions ==
Sharing team massacre missions:
'''Sharing team massacre missions:'''


* Massacre missions may be shared within a team by clicking the "Share" button for the team massacre mission in the Transactions panel
* Massacre missions may be shared within a team by clicking the "Share" button for the team massacre mission in the Transactions panel
* Each commander in the team can only share one team mission each
* Each commander in the team can only share one team mission each.
* When a mission is shared, each Teammate will receive a message indicating that a new mission is available for them in the Transactions panel
* When a mission is shared, each Teammate will receive a message indicating that a new mission is available for them in the Transactions panel. Teammates must then accept shared missions in the Transactions panel.
* Teammates must then accept shared missions in the Transactions panel
* Teammates do not need to have any reputation with the faction that issued the original mission; this makes it possible to share missions that pay a large number of credits with Commanders that are not actually eligible for those missions yet
* Teammates do not need to have any reputation with the faction that issued the original mission; this makes it possible to share missions that pay a large number of credits with Commanders that are not actually eligible for those missions yet


Progress sharing:
'''Progress sharing:'''


* The Commander that shares the massacre mission also shares the current progress of the mission (e.g. if the Commander's progress is 49/50 kills, then the Teammates will also see 49/50 kills after accepting the shared mission)
* The Commander that shares the massacre mission also shares the current progress of the mission (e.g. if the Commander's progress is 49/50 kills, then the Teammates will also see 49/50 kills after accepting the shared mission)
* Teammates do not need to be present in the same system as the Commander that shared the mission for progress to update
* Teammates do not need to be present in the same system as the Commander that shared the mission for progress to update


Completing missions:
'''Completing missions:'''


* Upon mission completion, in order for Teammates to receive the mission reward, the Commander that shared the mission must first turn-in the completed mission
* Upon mission completion, in order for Teammates to receive the mission reward, the Commander that shared the mission must first turn-in the completed mission
* The Teammates will then receive a message indicating that they are also able to turn-in the mission and collect their reward for it
* The Teammates will then receive a message indicating that they are also able to turn-in the mission and collect their reward
* All Commanders must turn-in the mission at the same station, to the same faction, that issued the mission
* All Commanders must turn-in the mission at the same station, to the same faction, that issued the mission
* If a Teammate attempts to turn-in the mission before the Commander that shared it has turned-in, they will not see the completed mission on the Mission  Board
* If a Teammate attempts to turn-in the mission before the Commander that shared it turned it in then they won't see the completed mission on the Mission  Board.
* Rewards for completion of massacre missions are not shared; each commander gets the full reward amount and is able to choose their preferred reward from the mission's 3 reward options
* Rewards for completion of a massacre mission are not shared; each commander gets the full reward and is able to choose their preferred reward from the 3 reward options.


===Teammate Shared Bounties===
== Teammate Shared Bounties ==
As of Update 2.3, every Teammate receives a copy of the full bounty, as long as they are present when the wanted vessel is destroyed. They do not need to land any hits on the wanted vessel in order to receive the bounty.
As of Update 2.3, every Teammate receives a copy of the full bounty, as long as they are present when the wanted vessel is destroyed. They do not need to land any hits on the wanted vessel in order to receive the bounty.


===Teammate Trade Dividend===
== Teammate Trade Dividend ==
{{Main|Trade Dividend}}
{{Main|Trade Dividend}}
Trade Dividends are received when in a team with someone makes a profitable trade, so long as you are also in the same star system. They are vouchers for a payment of [[credits]], awarded by starports to encourage the protection of [[trader]]s in the system.
Trade Dividends are received when in a team with someone makes a profitable trade, so long as you are also in the same star system. They are vouchers for a payment of [[credits]], awarded by starports to encourage the protection of [[trader]]s in the system.


They may be handed in at any starport in the system, via the Starport Services Menu → Contacts → Local Security Office.
* They may be handed in at any starport in the system, via the Starport Services Menu → Contacts → Local Security Office.
 
* All Teammates in the group get a 5% bonus of the commodity's profit being sold.
All Teammates in the group get a 5% bonus of the commodity's profit being sold.
* '''Formula:''' ''Profit Per Ton'' * ''Amount Sold'' * 0.05 = ''Trade Dividend''
 
'''Formula:''' ''Profit Per Ton'' * ''Amount Sold'' * 0.05 = ''Trade Dividend''
 
===Teammate Shared Exploration===
When in the same system as your Teammates, exploration data is awarded for all Teammates present, allowing the entire team to profit.
 
The first person to hand the data in is eligible for any bonus payment, but if the data constitutes a new discovery, all Teammates present in the system when the body was scanned will be listed as the discoverers.


== Notes ==
== Teammate Shared Exploration ==
* Teams were introduced to ''[[Elite Dangerous]]'' as "Teams" in the 1.2 update. Teams were renamed to Teams in ''[[Elite Dangerous: Odyssey]]'' in order to unify the feature across both ship and [[On Foot]] activities.
When you're in the same system as your Teammates then exploration data is awarded to all present Teammates. This allows the entire team to profit.


== Videos ==
The first person to hand in the data is eligible for any bonus payment. However, if the data constitutes a new discovery of a scanned body then all Teammates in the system will be listed as the discoverers.
= Notes =
* Teams were introduced to ''[[Elite Dangerous]]'' as "Wings" in the 1.2 update. Wings were renamed to Teams in ''[[Elite Dangerous: Odyssey|ED: Odyssey]]'' in order to unify the feature across both ship and [[On Foot]] activities.
= Videos =
<gallery>
<gallery>
File:Elite Dangerous Wings Trailer
File:Elite Dangerous Wings Trailer
File:Elite Dangerous Pilot Tutorials - Wings|Pilot Tutorials - Wings
File:Elite Dangerous Pilot Tutorials - Wings|Pilot Tutorials - Teams (formerly Wings)
File:Wing Mission Ambush
File:Wing Mission Ambush
File:IDA Wing Mission
File:IDA Wing Mission
Line 187: Line 187:
</gallery>
</gallery>


==Gallery==
== Gallery ==
<gallery hideaddbutton="true">
<gallery hideaddbutton="true">
Wings icons.jpg|Teams icons
ED Teams HUD.jpg|A group of four pilots in a Team
ED Teams HUD.jpg|A group of four pilots in a Team
Team-Ships-Elite-Dangerous.png|Team ships
Team-Ships-Elite-Dangerous.png|Team ships
File:Ships-Team-Sideview.png|Ships in a Team sideview
File:Ships-Team-Sideview.png|Ships in a Team sideview
File:Team Icons ED.png|Team Icons
</gallery>
</gallery>



Latest revision as of 20:43, 25 April 2026

File:Team-Ships-Elite-Dangerous.png
A Team of ships

Teams allow commanders and NPCs to fly together in a group of up to 4 ships. Teams gain multiple benefits via roles. For example, traders can be escorted by teammates for extra security, and the escorts will earn 5% of the trader's profit from selling commodities. Teammates can lock onto each other to follow their hyperspace routes. A teammate automatically drops out of supercruise if they follow the wake of another teammate. Team Missions can be shared among all teammates. Teams were originally called Wings until Odyssey.

Joining and Leaving

File:Ships-Team-Sideview.png
Sideview of ships in a Team

Joining and leaving a Team is performed through the comms panel of the HUD.

Inviting

To start a team:

  1. Select a Commander from the Comms Contacts tab in the Comms panel and choose "Invite to Team." You'll see the contact listed under a new, "Team Requests" heading.
  2. Once the Commander accepts the invitation, a team is formed. All teammate contacts will be listed under a "Teams" heading.
  3. All teammates may issue invites until the team is full (contains 4 Commanders).

Accepting

When a Commander invites you to join a team, a notification marker will appear next to your Inbox tab.

  1. Navigate to your Inbox tab in the Comms Panel to view the invitation.
  2. Highlight and select the TICK/CHECKMARK to accept the invitation.
  3. Highlight and select the CROSS/X to decline the invitation.

Leaving

To leave a team:

  1. Select the Options entry under the "Teams" heading from the Comms Contacts tab and choose "Leave Team."
  2. You can leave a team any time. However, if you leave a team there is a cooldown before you can join or start a new team.

Interface

File:ED Teams HUD.jpg
A group of four pilots in a team

Replacing the ship warning lights HUD bar is the teams interface. The warning lights are relocated to the top of the Info Panel.

Each Teammate in your team will have a status element in the teams interface HUD. This element displays several pieces of information:

  • Teams Icon: each Teammate has a ID icon used to identify them in the HUD
    • Your own ID icon is displayed at the top left of your Comms Panel tab line
  • Surrounding the ID icon is a set of concentric rings showing the Teammate's ship shield status
    • As the shields are depleted the rings fade away
  • Below the shield status is a bar showing the teammate's ship hull status
    • As the hull is damaged the bar is reduced
  • Below the hull status is the teammate's Commander name
  • To the left of the Commander name is the teammate's voice status
  • Below the Commander name is the teammate's current target
    • If the teammate is in a different system the system name is displayed here

Also important:

  • When a teammate targets a vessel, their ID icon will appear next to the entity when you look at it.
  • All HUD elements connected with your teammates are coloured cyan to help you spot them.
  • When a vessel is hostile to a teammate, it will display with purple HUD elements to inform you of the state.
  • When you target a vessel and perform a basic scan, the bottom left target info panel will display if the ship is in a team and how many members the team has.

Features

File:Team Icons ED.png
Team icons

There are several beneficial features that become active when you are in a team:

Teammate Targeting

New Binding Default Binding
Select Teammate 1 7
Select Teammate 2 8
Select Teammate 3 9
Select Teammate's Target 0
  • You can use new hotkey bindings to quickly target each Teammate in your team.
  • If you target a Teammate you will target their wake if applicable.
  • If you target a Teammate in a different system you will target their system.
  • If you have a Teammate targeted, you can use the Select Teammate's Target binding.
  • In addition, all scans performed by Teammates are shared across the entire team as long as they are present at the location.

Teammate Relaxed Requirements

When using wakes created by your Teammate, you can travel faster, be further away and still safely use them.

Teammate Crime Exemption

  • You cannot commit crimes against Teammates and no authorities will intervene as long as your actions do not affect other ships or structures.
  • Cargo can be freely transferred between Teammates who all count as its owner.
  • Crimes against non-Teammates remain personal. Other Teammates are not punished directly, though they may well commit crimes if they wish to help out.

Teammate Nav-Lock

Nav-lock is short for 'Navigation lock'. You can 'slave' your ship's Frame Shift Drive to a Teammate's ship.

The system is buggy since it's introduction and has never been fixed. While some players claim it works or worked for them consistently, many others say it either works erratically or not at all.

It has several harsh requirements for it to work properly:

  • Both ships must be inside a very small range, both in normal space and in Supercruise. In Supercruise especially, it is basically impossible to maintain the range, as the ship cannot fully stop there.
  • When following a Plotted Hyperjump route, before each jump the leading and following ship have to meet in the same system, in Supercruise, in Nav-lock range or close, and again jump together.
    This is difficult to do in SC. It is risky to do close to the star (where jumps usually occur on route). It is very inconvenient, because the follower ship always arrives with a delay and the leading ship must wait constantly. If the leading ship arrives in a system and instantly Hyperjumps to the next system before the follower ship arrives then the Nav-lock won't follow.

For these reasons the system is largely unusable.

Turning on and off

  • Select a Commander from the Comms Contacts tab in the Comms panel who is listed under the "Team" heading and choose "Engage Teammate Nav-Lock." You will see a square marker appear on the Teammate's status element in the team interface.
  • To turn off the nav-lock, select the nav-locked Commander from the Comms Contacts tab in the Comms panel who is listed under the "Team" heading and choose "Cancel Teammate Nav-Lock."
  • When the nav-lock marker is cyan, you are within nav-lock range. When the nav-lock marker is red, you are out of range.
  • When the leading ship performs any kind of jump, and you are not in range to instantly follow, then the same square cyan Nav-lock marker appears at the point of jump (together with standard High / Low wake).
  • You can only slave your drive to a single Teammate at a time, but you can freely change the nav-lock target.

This table explains the intended features / effects of Nav-lock and the actual broken behavior

Leading teammate action Intended follower teammate effect Bugged follower teammate effect
Jump from normal space to Supercruise Supercruise automatically starts charging
Pilot has to manually throttle up
Ship auto-follows into SC
(Standard requirements still apply: retracted hardpoints, etc.)
SC charging doesn't start because follower ship is out of range
Nav-lock target then sometimes vanishes
Hyperjump from normal space Target system automatically locked
Hyperjump auto starts charging
Pilot has to manually align to jump target
Ship auto performs the Hyperjump
(Standard requirements still apply: retracted hardpoints, capable FSD, enough fuel, etc.)
When charged, ship auto-jumps to Supercruise
Hyperjump from Supercruise Target system automatically locked
Hyperjump auto starts charging
Pilot has to manually align to jump target
Ship auto performs the Hyperjump
(Standard requirements still apply)
A. When charged, ship drops to normal space

B. Ship does not auto start charging, with "Out of range" message.
Ship is unusually slow to reach the Nav-lock target, or the target is moving away
Drop from Supercruise to normal space Drops into same normal space instance
Does not have to lower speed to drop. Does not take damage if dropping at high speed.
If ships are initially far away, pilot has to 1st manually fly close to the lead's location
A. Drops into their own empty normal space instance, far away from lead
Multiple follower ships can each end up in their own empty instances

B. Even when hundreds Ls away from lead, drops on the spot into their own empty normal space instance

Teammate Beacon Signal

When in normal space, you can activate your ship's beacon signal by navigating to the Functions tab, highlighting and selecting "Beacon."

  • Choose "Team" to turn the beacon signal on.
  • Choose "Off" to turn the beacon signal off.
  • Whilst the beacon signal is on, any Commanders in supercruise in your system will see a signal contact on their sensors.
  • You can target and drop out at a signal contact to arrive at the Teammate's location in normal space.

Teammate Massacre Missions

Sharing team massacre missions:

  • Massacre missions may be shared within a team by clicking the "Share" button for the team massacre mission in the Transactions panel
  • Each commander in the team can only share one team mission each.
  • When a mission is shared, each Teammate will receive a message indicating that a new mission is available for them in the Transactions panel. Teammates must then accept shared missions in the Transactions panel.
  • Teammates do not need to have any reputation with the faction that issued the original mission; this makes it possible to share missions that pay a large number of credits with Commanders that are not actually eligible for those missions yet

Progress sharing:

  • The Commander that shares the massacre mission also shares the current progress of the mission (e.g. if the Commander's progress is 49/50 kills, then the Teammates will also see 49/50 kills after accepting the shared mission)
  • Teammates do not need to be present in the same system as the Commander that shared the mission for progress to update

Completing missions:

  • Upon mission completion, in order for Teammates to receive the mission reward, the Commander that shared the mission must first turn-in the completed mission
  • The Teammates will then receive a message indicating that they are also able to turn-in the mission and collect their reward
  • All Commanders must turn-in the mission at the same station, to the same faction, that issued the mission
  • If a Teammate attempts to turn-in the mission before the Commander that shared it turned it in then they won't see the completed mission on the Mission Board.
  • Rewards for completion of a massacre mission are not shared; each commander gets the full reward and is able to choose their preferred reward from the 3 reward options.

Teammate Shared Bounties

As of Update 2.3, every Teammate receives a copy of the full bounty, as long as they are present when the wanted vessel is destroyed. They do not need to land any hits on the wanted vessel in order to receive the bounty.

Teammate Trade Dividend

Main article: Trade Dividend

Trade Dividends are received when in a team with someone makes a profitable trade, so long as you are also in the same star system. They are vouchers for a payment of credits, awarded by starports to encourage the protection of traders in the system.

  • They may be handed in at any starport in the system, via the Starport Services Menu → Contacts → Local Security Office.
  • All Teammates in the group get a 5% bonus of the commodity's profit being sold.
  • Formula: Profit Per Ton * Amount Sold * 0.05 = Trade Dividend

Teammate Shared Exploration

When you're in the same system as your Teammates then exploration data is awarded to all present Teammates. This allows the entire team to profit.

The first person to hand in the data is eligible for any bonus payment. However, if the data constitutes a new discovery of a scanned body then all Teammates in the system will be listed as the discoverers.

Notes

  • Teams were introduced to Elite Dangerous as "Wings" in the 1.2 update. Wings were renamed to Teams in ED: Odyssey in order to unify the feature across both ship and On Foot activities.

Videos

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