Horizons For what 2nd fighter/scarab and 2nd & 3rd crew member if I can use only one at once?

Subj: For what in game:
1. added 2x fighters bay if i can launch only one at once?
2. added 2x scarab bay if my crew member(s) can't drive it as a fighter?
3. added 2nd & 3rd crew member if I can use only one at once and he(she) immortal? Why I can't set as an ACTIVE a crew member in flight - only via crew lounge? My 2nd and 3rd crew members live in virtual reality called 'crew lounge' but not onboard of my ship?
4. Why I can't launch 2 fighters with crew members at once?
5. Why my crew member in fighter can't provide cover operation while I rolling on planet' surface in my scarab?

... IMHO its a noncense. I think that use 2-3 crew members at once its a good addition to this game.

Sorry if I miss a similar topic in forum. If its so - just redirect me to it please.
 
ill only answer 2 questions -

1. you have 2 fighters so that you can deploy another one right away if your first gets shot down (and still being printed). Ive had situations where the 2nd fighter came in handy.
2. you install a larger SRV bay and get multiple Scarabs if you plan to do a lot of surface prospecting. Or well, if you just want to drive and have fun and if you want to have fun with your Scarab you WILL NEED SPARES!
 
The point is to make you pay them their percentage cuts because it's immersion. It's what you like to do. All hail the vision.

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Subj: For what in game:
1. added 2x fighters bay if i can launch only one at once?
2. added 2x scarab bay if my crew member(s) can't drive it as a fighter?
3. added 2nd & 3rd crew member if I can use only one at once and he(she) immortal? Why I can't set as an ACTIVE a crew member in flight - only via crew lounge? My 2nd and 3rd crew members live in virtual reality called 'crew lounge' but not onboard of my ship?
4. Why I can't launch 2 fighters with crew members at once?
5. Why my crew member in fighter can't provide cover operation while I rolling on planet' surface in my scarab?

... IMHO its a noncense. I think that use 2-3 crew members at once its a good addition to this game.

Sorry if I miss a similar topic in forum. If its so - just redirect me to it please.

You use multi-fighter bays if you need to change fighters quickly or you'd like to have two different loadouts at hand to accommodate different situations (dual plasmas against bigger ships, gimballed lasers against smaller ones and other fighters)

And SRVs, well, if you think one SRV is enough, then you never were out exploring.

Multiple crew members? What if one dies? Wouldn't it be nice to have another elite waiting to fill in the spot, instead of having to work with a rookie from the scratch?
 
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How do you loose a crew member without loosing all of them.

Yeh that crew lounge thing is really annoying. It.makes no sense you can't assign crew mid-flight.
 
How do you loose a crew member without loosing all of them.

Yeh that crew lounge thing is really annoying. It.makes no sense you can't assign crew mid-flight.

You lose the crew member that you have on board when you lose your ship. Then you have to choose or hire a new one.
 
Thanks to all of you, gUys. I know HOW to use a second/third one fighter/scarab/crew member (as a reserve). I just want to know - WHY I can't launch 2 fighters at once? WHY I can't use fighter's cower on planet' surface and so on....
I think all theese questions I must adress to Developers, but I don't know - where I can/must to do it.
 
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Thanks to all of you, gays. I know HOW to use a second/third one fighter/scarab/crew member (as a reserve). I just want to know - WHY I can't launch 2 fighters at once? WHY I can't use fighter's cower on planet' surface and so on....
I think all theese questions I must adress to Developers, but I don't know - where I can/must to do it.

i'd agree apart from some mild convenience these modules do look a bit redundant just now...

think these modules are Frontier future proofing a bit: if in future Elite you can have multicrew ships then maybe you'll be able to launch an ai AND a player fighter or land on the surface and both of you launch in SRV's.

just a hunch :D

EDIT: i assume you meant to type 'guys' there ;)
 
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ill only answer 2 questions -

1. you have 2 fighters so that you can deploy another one right away if your first gets shot down (and still being printed). Ive had situations where the 2nd fighter came in handy.
2. you install a larger SRV bay and get multiple Scarabs if you plan to do a lot of surface prospecting. Or well, if you just want to drive and have fun and if you want to have fun with your Scarab you WILL NEED SPARES!


Not really... its plain foolish to add 40 or 80tons of mass for only 5 minutes without a fighter... I have one bay and after the ship is destroyed, the fighter is remade in a very short time- I guess about 5 minutes. The only real advantage is if you want two different kinds of fighters, but even then- not worth the valuable mass. Only the Cutter and Corvette should be able to deploy two fighters at once.
 
i'd agree apart from some mild convenience these modules do look a bit redundant just now...

think these modules are Frontier future proofing a bit

I just notice that in external view on Imperial Cutter I can see through the side windows some inner interior in my ship - some sort of corridor.
Screeshot
Maybe sometime we can walk inside our ships? It will be great! (I like this idea in SC)

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Only the Cutter and Corvette should be able to deploy two fighters at once.

Actually I'm always got a Cutter with fighter bay which can reproduce fighters... its a twice-noncence.
So I CAN NOT launch 2 fighters at once
 
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I just notice that in external view on Imperial Cutter I can see through the side windows some inner interior in my ship - some sort of corridor.
Screeshot
Maybe sometime we can walk inside our ships? It will be great! (I like this idea in SC)

have you never heard of SPACE LEGS? :D there is much discussion on these forums about them so have a search and see whats being said about future Elite roadmap.

also on all ships when the landing gear is down you can usually find a set of steps leading up to a hatch... for walking out of your ship. On your cutter you should have some bonny steps on your front landing strut

one day... one day...
 
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have you never heard of SPACE LEGS? :D there is much discussion on these forums about them so have a search and see whats being said about future Elite roadmap.

also on all ships when the landing gear is down you can usually find a set of steps leading up to a hatch... for walking out of your ship. On your cutter you should have some bonny steps on your front landing strut

one day... one day...

Oh, common... you kiding me? [wacko] :D
Seriously - what about 'roadmap'? where is it? give me a link please!
 
Trouble with this is that although we know pretty accurately WHAT will we get in the future seasons, we have no idea in which order. :D

Some believe that walking around spaceships (and limited area of stations) will come not long after multicrew (which kind of makes sense, if you don't think about it too hard). That would mean the beginning of season 3, next summer.

Others believe season 3 will be about volcanism and aliens and resource heavy features (altmospheric planets, space legs, etc...) will follow in seasons 4 and 5.

Like Pinkie Pie aptly said - Noooobody knoooooowwz
 
I think that when the ability to launch multiple fighters comes out, it will be interesting. You could get a conda, put a bunch of turreted weapons on it, load up on ship launched fighters, and go to town in a RES. The mother ship could be ai controlled and have the turrets do most of the work there, while you and a couple ai pilot buddies are in the fighters. basically make a small aircraft carrier.
 
Not really... its plain foolish to add 40 or 80tons of mass for only 5 minutes without a fighter... I have one bay and after the ship is destroyed, the fighter is remade in a very short time- I guess about 5 minutes. The only real advantage is if you want two different kinds of fighters, but even then- not worth the valuable mass. Only the Cutter and Corvette should be able to deploy two fighters at once.

Oh, but that's you. I dont mind the additional weight when im flying my combat ship, besides ,I always let my crew fly the mothership while i fly the fighter and let him destroy all the wanted ships/CZ ships (i only help lower down shields and some hull). Imagine when you have 3 or more ships shooting you and your fighter gets blown up, cant wait 5minutes for that :D
 
I'd like idea about walk inside the ship and station. To this ability Devs can attach posibility to fix some inner devices by welder or something like this. or add ability to repair armor by exiting out of ship in space and fly around in some sort of repair-vehicle (like in 'Space odyssey 2001' movie). Walking inside the station can add to game psibility 'live conversation' between player and NPC (hiring pilots, signing contract)... I miss in this game the posibility to spend my time in bar while i waiting when my ship was loaded by mission cargo or making repairs, talking to NPC....
But i love this game anyway...
 
Actually I'm always got a Cutter with fighter bay which can reproduce fighters... its a twice-noncence.
So I CAN NOT launch 2 fighters at once

Sorry, I didn't mean to infer that is the reality- its only how it should be, especially since they have been promising this since the Corvette/Cutter came out. In other words, I wholeheartedly agree with you... we NEED two fighters deployed at once, and also be able to deploy them before landing on a plant so they can be our Close Air Support when dealing with those high security stations.

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I think that when the ability to launch multiple fighters comes out, it will be interesting. You could get a conda, put a bunch of turreted weapons on it, load up on ship launched fighters, and go to town in a RES. The mother ship could be ai controlled and have the turrets do most of the work there, while you and a couple ai pilot buddies are in the fighters. basically make a small aircraft carrier.

As a matter of fact, I have been doing just that with my one fighter.. My expert NPC pilot is pretty handy with my Corvette while I fly around and mark targets and take on the eagles, vipers, etc... MUCH FUN!!!

Anaconda should NOT have the ability to launch two fighters at once. It's big enough, but any joe with 124mil can buy it.. the prestige of grinding rank for the Corvette/Cutter should have its rewards, and this is should be it.
 
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Oh, but that's you. I dont mind the additional weight when im flying my combat ship, besides ,I always let my crew fly the mothership while i fly the fighter and let him destroy all the wanted ships/CZ ships (i only help lower down shields and some hull). Imagine when you have 3 or more ships shooting you and your fighter gets blown up, cant wait 5minutes for that :D

Remember, you are limiting not only jump range, but valuable turning speed as well.. any weight over optimized mass ratio will affect, speed and thrusters. :(
 
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