Jump to content

Teams: Difference between revisions

From Elite Dangerous Wiki
update filenames
Changed "Wings" to "Teams" and team member to "Teammate" (the terminology was changed)
Line 1: Line 1:
[[File:Wing-Ships-Elite-Dangerous.png|thumb|300px|A Team of ships]]
[[File:Wing-Ships-Elite-Dangerous.png|thumb|300px|A Team of ships]]
'''Teams''', originally known as '''Wings''', allow [[commander]]s and NPCs to fly together in groups of up to four [[ships]]. Wings 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]]. Team members can also lock onto each other to follow their [[hyperspace]] routes, and one member of a team will automatically drop of out [[supercruise]] if they follow the [[Frame Shift Drive Wake|wake]] of another Team member. [[Wing Missions]] can be shared among all members of a Team.
'''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]].


==Joining and Leaving==
==Joining and Leaving==
Line 7: Line 7:


===Inviting===
===Inviting===
To start a wing, select a Commander from the Comms Contacts tab in the Comms panel and choose "Invite to Wing."
To start a team, 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, "Wing Requests" heading.
You'll see the contact listed under a new, "Team Requests" heading.


Once the Commander accepts the invitation, a wing is formed. All wingmen contacts will be listed under a "Wings" heading.
Once the Commander accepts the invitation, a team is formed. All teammate contacts will be listed under a "Teams" heading.


All wingmen may issue invites until the wing is full (contains four Commanders).
All teammates may issue invites until the team is full (contains four Commanders).


===Accepting===
===Accepting===
When a Commander invites you to join a wing, 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.
Line 25: Line 25:


===Leaving===
===Leaving===
To leave a wing, select the Options entry under the "Wings" heading from the Comms Contacts tab and choose "Leave Wing."
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 wing at any time. However, if you leave a wing there is a cool down before you can join or start a new wing.
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.


==Interface==
==Interface==
[[File:Wings.jpg|thumb|250px|A group of four pilots in a Wing]]
[[File:Wings.jpg|thumb|250px|A group of four pilots in a team]]
Replacing the ship warning lights HUD bar is the wings interface. The warning lights are relocated to the top of the Info Panel.
Replacing the ship warning lights HUD bar is the teams interface. The warning lights are relocated to the top of the Info Panel.


Each wingman in your wing will have a status element in the wings interface HUD.
Each Teammate in your team will have a status element in the teams interface HUD.


This element displays several pieces of information:
This element displays several pieces of information:
* Wing Icon: each wingman 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
* Surrounding the ID icon is a set of concentric rings showing the wingman's ship shield status
* 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
** As the shields are depleted the rings fade away
* Below the shield status is a bar showing the wingman's ship hull status
* Below the shield status is a bar showing the teammate's ship hull status
** As the hull is damaged the bar is reduced
** As the hull is damaged the bar is reduced
* Below the hull status is the wingman’s Commander name
* Below the hull status is the teammate's Commander name
* To the left of the Commander name is the Wingman's voice status
* To the left of the Commander name is the teammate's voice status
* Below the Commander name is the wingman's current target
* Below the Commander name is the teammate's current target
** If the wingman 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 wingman targets a vessel, their ID icon will appear next to the entity when you look at it.
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 wingmen are coloured cyan to help you spot them.
All HUD elements connected with your teammates are coloured cyan to help you spot them.


When a vessel is hostile to a wingman, it will display with purple HUD elements to inform you of the state.
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 wing and how many members the wing has.
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|Wings icons]]
[[File:Wings icons.jpg|thumb|200px|Team icons]]
There are several beneficial features that become active when you are in a wing:
There are several beneficial features that become active when you are in a team:


===Wingman Targeting===
===Teammate  Targeting===
{| class="article-table"
{| class="article-table"
!New Binding
!New Binding
!Default Binding
!Default Binding
|-
|-
|Select Wingman 1
|Select Teammate 1
|7
|7
|-
|-
|Select Wingman 2
|Select Teammate 2
|8
|8
|-
|-
|Select Wingman 3
|Select Teammate 3
|<span>9</span>
|<span>9</span>
|-
|-
|Select Wingman's Target
|Select Teammate's Target
|0
|0
|}
|}


You can use new hotkey bindings to quickly target each wingman in your wing.
You can use new hotkey bindings to quickly target each Teammate in your team.


If you target a wingman you will target their wake if applicable.
If you target a Teammate you will target their wake if applicable.


If you target a wingman in a different system you will target their system.
If you target a Teammate in a different system you will target their system.


If you have a wingman targeted, you can use the Select Wingman's Target binding.
If you have a Teammate targeted, you can use the Select Teammate's Target binding.


In addition, all scans performed by wingmen are shared across the entire wing as long as they are present at the location.
In addition, all scans performed by Teammates are shared across the entire team as long as they are present at the location.


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


===Wingman Crime Exemption===
===Teammate Crime Exemption===
You cannot commit crimes against wingmen and no authorities will intervene as long as your actions do not affect other ships or structures.
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 wingmen who all count as its owner.
Cargo can be freely transferred between Teammates  who all count as its owner.


Crimes against non-wingmen remain personal. Other wingmen 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.


===Wingman Nav-Lock===
===Teammate Nav-Lock===
You can slave your ship's frame shift drive to a wingman's vessel. Select a Commander from the Comms Contacts tab in the Comms panel who is listed under the "Wing" heading and choose "Engage Wingman Nav-Lock."
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 wingman's status element in the wing interface.
You will see a square marker appear on the Teammate's status element in the team interface.


When you are nav-locked, the following effects occur *automatically* if you are close enough to them.
When you are nav-locked, the following effects occur *automatically* if you are close enough to them.
Line 107: Line 107:
When the nav-lock marker is red, you are out of range.
When the nav-lock marker is red, you are out of range.


*You will follow the wingman into and out of super cruise
*You will follow the Teammate into and out of super cruise


**Standard requirements still apply (retracted hardpoints and gear, etc.)
**Standard requirements still apply (retracted hardpoints and gear, etc.)


*You will follow the wingman into a hyperspace jump
*You will follow the Teammate into a hyperspace jump


**Standard requirements still apply (retracted hardpoints and gear, capable FSD, fuel, etc.)
**Standard requirements still apply (retracted hardpoints and gear, capable FSD, fuel, etc.)


*You will follow the wingman's wakes
*You will follow the Teammate's wakes


**Standard requirements still apply
**Standard requirements still apply


Note, you can only slave your drive to a single wingman at a time, but you can change the nav-lock target freely.
Note, you can only slave your drive to a single Teammate at a time, but you can change the nav-lock target freely.


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 "Wing" heading and choose "Cancel Wingman Nav-Lock."
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."


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


Choose "Wing" to turn the beacon signal on.
Choose "Team" to turn the beacon signal on.


Choose "Off" to turn the beacon signal off.
Choose "Off" to turn the beacon signal off.
Line 132: Line 132:
Whilst the beacon signal is on, any Commanders at super cruise in your system will see a signal contact on their sensors.
Whilst the beacon signal is on, any Commanders at super cruise 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 wingman's location in normal space.
You can target and drop out at a signal contact to arrive at the Teammate's location in normal space.


=== Wingman Massacre Missions ===
=== Teammate Massacre Missions ===
Sharing wing massacre missions:
Sharing team massacre missions:


* Massacre missions may be shared within a wing by clicking the "Share" button for the wing 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 wing can only share one wing mission each
* Each commander in the team can only share one team mission each
* When a mission is shared, each wing member 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
* Wing members must then accept shared missions in the Transactions panel
* Teammates must then accept shared missions in the Transactions panel
* Wing members 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 wing members 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)
* Wing members 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 wing members 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 wing members 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 for it
* 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 wing member 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 has turned-in, they will not 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 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


===Wingman Shared Bounties===
===Teammate Shared Bounties===
As of Update 2.3, every wing-man 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.


===Wingman Trade Dividend===
===Teammate Trade Dividend===
{{Main|Trade Dividend}}
{{Main|Trade Dividend}}
Trade Dividends are received when in a wing 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 wingmen 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''


===Wingman Shared Exploration===
===Teammate Shared Exploration===
When in the same system as your wingmen, exploration data is awarded for all wingmen present, allowing the entire wing to profit.
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 wingmen present in the system when the body was scanned will be listed as the discoverers.
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 ==
== Notes ==
* Teams were introduced to ''[[Elite Dangerous]]'' as "Wings" in the 1.2 update. Wings were renamed to Teams in ''[[Elite Dangerous: Odyssey]]'' in order to unify the feature across both ship and [[On Foot]] activities.
* 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.


== Videos ==
== Videos ==

Revision as of 14:23, 2 May 2024

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

Teams, allow commanders and NPCs to fly together in groups of up to four ships. Teams allows for multiple benefits for multiple roles. For example, traders 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 wake of another teammate. Wing Missions can be shared among all teammates. Teams were originally called Wings until Odyssey.

Joining and Leaving

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

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

Inviting

To start a team, 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 four Commanders).

Accepting

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.

Highlight and select the TICK/CHECKMARK to accept 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.

Interface

File:Wings.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

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:Wings icons.jpg
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 and 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

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.

When you are nav-locked, the following effects occur *automatically* if you are close enough to them.

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.

  • You will follow the Teammate into and out of super cruise
    • Standard requirements still apply (retracted hardpoints and gear, etc.)
  • You will follow the Teammate into a hyperspace jump
    • Standard requirements still apply (retracted hardpoints and gear, capable FSD, fuel, etc.)
  • You will follow the Teammate's wakes
    • Standard requirements still apply

Note, you can only slave your drive to a single Teammate at a time, but you can change the nav-lock target freely.

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."

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 at super cruise 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 for it
  • 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
  • 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

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 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

Videos

Template:ContentNavbox ru:Команда zh:Wing