Will Fighter Crew competence ever be restored?

I re-ranked mine. She's Deadly and not useless. If you put in the effort to retrain an NPC then you'll get a better result versus doing nothing about it.

It's kind of like putting in the effort to search for the answer to a question before posting the question. You'll get better information and have a better understanding of the situation.
I got my current Crew member after Odessey launched, I elited her in a couple of months after the launch, and she isn't anywhere near as ggod as the one I had before Odyssey. If I had kept the old one she would have the same problems now.
On Odyssey's release there were a lot of issues with the NPC crews. Some they have fixed, others they haven't.
I have made extensive us of NPC crew since I started playing Elite. I also spend most of my time in a Keelback, a ship that need a good crew in the SLF to work well, and I can tell you that the NPC crews aren't early as good as they used to be.
 
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Unfortunately, I suspect this problem is very difficult to fix, as it likely requires going through every single ship and fixing them one at a time, and who knows what other bugs might spring up as a result.
An interesting theory, though it seems like it would be a bizarre mistake for them to make.
I do think it would be semi-trivial to fix it, if it were indeed the cause - just checking/adjusting the reference co-ordinates for each ship.
On balance, I would guess that this probably isn't the root cause but perhaps we'll never know.
 
Adsız.png

She fought thousands of wars with me.

She came to Beagle Point with me twice.

She killed hundreds of Xeno's with me.

I have no regrets. She is still my companion. (I believe there are people richer than her in the galaxy :))
 
This is what makes me think they somehow screwed up in where they placed the 0,0,0 point on ships.

I assume that NPCs are coded to aim at a certain point, not at the ship itself. Then, that's further modified by their skill rating, so higher ranking NPCs don't actually have better aim, they just only are allowed to fire when their aim is on target, while lower ranking NPCs have more leeway in when they fire.

That's why elite NPCs seem to have become useless; because when they rebuilt the ship models for Odyssey, they accidentally misplaced that target point, apparently somewhere OUTSIDE the ship model in most cases. Meanwhile, lower-ranked NPCs can fire far more freely, THINKING they are going to miss, but incidentally hitting at least some of the time. That's also why thargoids flat-out won't fire at small ships at all; they aren't allowed to fire if they're going to miss, and they always think they're going to miss because the target point is completely outside the model!

This also leads to some really weird things with stuff like the gunner seat in multicrew, where sometimes you can 'lose connection' (like you're trying to look through a solid object) even when you're out in empty space.

Unfortunately, I suspect this problem is very difficult to fix, as it likely requires going through every single ship and fixing them one at a time, and who knows what other bugs might spring up as a result.

This is all hypothetical, of course, but it would explain a lot.
I don't think that's it. If it were, our target lead indicator would also be off. And despite what someone else said in this thread, the enemy NPCs seem to aim as well as they did before Odyssey.
 
I'm torn between firing my long-term Crew member - I am quite attached, remembering when she used to be useful - and hanging on a bit. While she's so useless though, that 10% she takes is a bit irksome.

I'm hopeful for a fix, maybe overly-optimistic on my part. But Crew flying SLFs worked well once upon a time.
 
I'm torn between firing my long-term Crew member - I am quite attached, remembering when she used to be useful - and hanging on a bit. While she's so useless though, that 10% she takes is a bit irksome.

I'm hopeful for a fix, maybe overly-optimistic on my part. But Crew flying SLFs worked well once upon a time.


DON'T BE. Simply dismiss.

I was getting tired of that 10% cut from everything I was earning. After the destruction of Cocijo, after four years I finally dismissed my pilot, end of story and o7. And I'm glad he didn't see that 40 million cut from my 400 mil CG reward, what a relief! I was using his services rarely and for 99% of time he was sitting in lounge draining my account. He has enough money to purchase his own fleet and gain cmdr license. Now I'll be only relying on temporary contract pilots, single job and dismiss absolutely no keeping further, their expert skill is sufficient. No keeping based on a sentiment or nice look. If they were more meaningful in entire game or at least to sit him on copilot chair so you could see that someone is flying with you - that would be an option to have a crewman, but they are not.

00KuUGi.jpeg
 
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If they were more meaningful in entire game or at least to sit him on copilot chair so you could see that someone is flying with you - that would be an option to have a crewman, but they are not.
I did think about role playing that a ship with multi-crew seats required that amount of crew members to operate, and then employing three pilots to assign them to the seats every time. Sure, a credit drain, but that's the cost of operating a fleet of larger ships. Turns out you can't assign a crew member unless a SLF bay is fitted. Madness!

Beyond restoring their effectiveness when actually flying the SLF, they really should be overhauled to bring them into the game to earn their money. If it were up to me, I'd make them mandatory for multi-seat ships, with player multi-crew taking over when invited. I'd adjust how they're paid, so they have a flat retainer, and then a cut when active onboard the ship. They'd also have to be rendered in the seats with cockpit based banter, as well as their typical combat lines. The cherry on top would be fully utilising the SLF bays to launch both with NPCs.
 
I'd make them mandatory for multi-seat ships,
Absolutely not. -forcing everyone to hire npcs will also not go down well.
(that is putting it mildly; i can already see the torrent of threads and posts x)

Optional and combined with your other suggestions i see few issues.
(the ability to launch two npc fighters is not likely to happen tho)
 
Absolutely not. -forcing everyone to hire npcs will also not go down well.
(that is putting it mildly; i can already see the torrent of threads and posts x)

Optional and combined with your other suggestions i see few issues.
(the ability to launch two npc fighters is not likely to happen tho)
Oh I know mandatory NPC crew wouldn't be popular given how long it hasn't been, and the resentment they already take a cut. I do feel if they'd designed the game around the concept in the first place it could've been a fun thing. It would've been another way of balancing the ships against each other; go for a solo ship like the Type-7 (pre-Type-8), or pay crew to run a Type-9? Naturally retainers and cuts would have to be revisited and adjusted accordingly to balance the whole thing too. Having to take a 30% loss to field an Elite crewed Type-10 might be a little steep.
 
I played this evening, took my Elite Crew member out for a spin in two different fighters. First the tougher one with fixed multi-cannons, then the super light one with fixed beams, sorry I totally forget their names in the moment She's got a lot of her mojo back. I was surprised.

I watched her engage ships, fire on target time and time again and be a definite net-positive. She earned her 10% share by improving my overall bounty claim by well over what I'd achieve alone. Testing things, I literally just sat there - Anaconda with Pulse Turrets - and commanded HER to engage each ship once I'd scanned it and confirmed Wanted status. When she was in the ship with the fixed Multis, she finished them off most of the time as those pulses aren't so good vs. Hull. My ship has Gimballed Multi's too, but I was just using the Pulse Turrets.

So, I'm glad I didn't terminate her contract as, much to my surprise, she really was back on form this evening. Friend was deploying his SLF too, and I could see that they were more often on-target than off, the exact opposite of my experience just before starting this thread.

In answer to my own thread title: Yes, it appears so. I really didn't expect this. We'll see if this improvement is a thing next session... that'll be the real test.
 
I would rather have NPC crew handle my ship competently while I zip around in the fighter. But nope. They don't manage power competently, don't employ fire groups with any sensible balance...you expect to see your ship engaging in the fight like an NPC ship, and instead you watch it wallow around impotently, wander out of the fight, occasionally fire the least effective weapon at unbearably long intervals... It's a mess.
 
I suspect the fighter pilot AI code is the same code they use for the NPC pilots.
Would explain things...

My pilot is just waiting for the issue to be looked at.

But flying a SLF is a fun experience..... but the pilot skill issue down its badly

Bill

<<<still celebrating the end of the war
 
I gave up on SLF crew 2 years ago, I too remember when they were effective and darned good and then suddenly they couldn't hit a single thing, I have not launched a single SLF since then but kept them on and they still deduct their reward from each of MY Bonds.

I was hoping it would be fixed but 2 years???????? COME ON a complete joke!!!!!!!!!
 
In my opinion they ether implemented or fixed a system where the NPC pilot skills vary depending on the description.

The description MATTERS. Hire the one like Buddy above.. and he won't be worth SQUAT..
Hire one like Abagail above.. and they will be monsters in combat.

I have one where the description is a fighter pilot background.. they tear up pirate NPCs on their own.

NOT A GOOD HIRE.

A GOOD HIRE
 
In my opinion they ether implemented or fixed a system where the NPC pilot skills vary depending on the description.

The description MATTERS. Hire the one like Buddy above.. and he won't be worth SQUAT..
Hire one like Abagail above.. and they will be monsters in combat.

I have one where the description is a fighter pilot background.. they tear up pirate NPCs on their own.

NOT A GOOD HIRE.

A GOOD HIRE
OOOOooooh, that merits further testing.
 
I can't recall the description on mine, not in-game to check, but she got really good over the weeks I levelled her up all that time ago. She was BAD when I used her a few days ago, couldn't hit a thing. Earlier this evening though, as I mentioned, she was GOOD. Not as good as she once was, but consistently hitting targets, while not being hit that often herself. She did eventually get blown up, but it was a whittling down of her hull over time, not an insta-kill. Plus I was being attacked by about six Pirates at the time - I was baiting them with the Escape Pods I'd picked up from their fallen brethren.

So, sure, she was only fighting regular NPC's, but some of them were Dangerous, Deadly or Elite. Plus they were in wings which agro'd as a whole when I shot just one of them, so that's another fix. Didn't work every time, but, more often than not, attacking one member of a wing would instantly see all go hostile. This is good.
 
I have stuck with mine, helps with space sanity but also I still find her pretty good with the Guardian Trident. Not as effective as she used to be, but good enough to keep her on the payroll.
 
I have stuck with mine, helps with space sanity but also I still find her pretty good with the Guardian Trident. Not as effective as she used to be, but good enough to keep her on the payroll.
Same for me. I just wish for us playing solo, that new mediums just released should have had the ability to have fighter bays if so desired. The Type-8 and Mandalay should have had that potential. Even if I never even deploy the fighter, I just like having my crew with me on the long flights.

Love this guy. He does a great job and for some reason has a cool Australian Accent.
(Being American, Aussie accents sound cool.)
Screenshot 2024-12-23 140923.png
 
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So, sure, she was only fighting regular NPC's, but some of them were Dangerous, Deadly or Elite. Plus they were in wings which agro'd as a whole when I shot just one of them, so that's another fix. Didn't work every time, but, more often than not, attacking one member of a wing would instantly see all go hostile. This is good.

I think you've got to cut SLF pilots a bit of slack when fighting multiple opponents.
Unless you "micro-manage" what they do, their AI works the same as other NPCs, where they "partner up" with an opponent and ignore everything else... with the result that your SLF might be heroically engaging an Eagle or Adder while completely ignoring the Corvette that's going to melt it.

IIRC, I used to minimise this issue by launching my SLF, telling it to attack my target and then I'd attack the target but also prioritise any ship that attacked my SLF.
Basically, that's stop my SLF "wandering off" and finding itself in amongst a bunch of enemies who have nobody to shoot at except a fighty little SLF.

I always used to find that the best way to judge the performance of an SLF pilot was in assassination missions or massacre missions, where there's usually a single target (possibly with a couple of wingmen), and you could just launch the SLF and see how it did without any distractions or without worrying about it getting shot at by half a dozen ships that it's ignoring.
 
Friend sacked their Crew member last night, after they were being useless. Replaced with a Harmless Crew member who was immediately far better. I've not tested mine again recently, to see if her sudden return to form was a fluke or not.

One of the things that definitely changed with my current Elite Crew member is how she worked when not micro-managed. I really could just leave her to do her own thing. Now, she's certainly more effective when micro-managed, which is generally what I do. I might send her to distract - perhaps even destroy - one ship, while I target another. I might have her combine fire with me etc. She does indeed work less well when given full autonomy than she used to.

However, none of this takes away from the fact that, last time I used her, she was GOOD again. This was against multiple foes. I did the "carry cargo, cause Pirates to spawn" thing, so I was fighting up to ten ships at once at times. Quite fun.

I still say Crew should NOT get a cut if they're not on active duty. Period. That's a silly design choice. Some sort of weekly retainer, sure, but earning billions while sat at the bar. No. That's ridiculous. Likely will never change though. Hmm, tempted to sack her for that reason alone... greedy so and so.
 
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