News 2.3 Dev Update

so what about npc multicrew? This 'feature' clearly does not apply to anyone who prefers to play solo. Is ED really becoming a social media platform? Please...no.

Extending NPC crew isn't part of 2.3 update, it is not ruled out for future updates, balance issues taking into consideration.
 
I had said Frontier had two options, force players to meet up to create a crew but make operating a spaceship complex enough that all players involved would have an actual role and something to do the whole time (as they'd be forced to stick together). Or they could make multicrew the usual, shallow, turret control gimmick found in other multiplayer games like Battlefield and Planetside, and allow opt-in-and-out from across the galaxy because it would get boring very fast outside of combat.
It's unfortunate, but hardly unexpected that Frontier picked the easiest, combat-focused option. At least telepresence isn't as immersion breaking as instant ship teleportation (excuse me, I meant 3d printing).

The whole magic buff to ship's stats when virtual people man your ship is nonsense though.

Don't quite get how the two options are incompatible with each other in a game that is evolving over years and features have to start somewhere! Or are you new to the game?
 
Frontier have a look at these titels first and then come back with an alternative option for multicrew.
You are 6 months to late with the multicrew update and had all the time to think things through.

[video=youtube;fG3IsGXb3Yg]https://www.youtube.com/watch?v=fG3IsGXb3Yg[/video]

[video=youtube;ziBAxfFRmAg]https://www.youtube.com/watch?v=ziBAxfFRmAg&t=867s[/video]

Artimis bridge simulator

and star trek bridge crew

and not to mention star citizen
 
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The ship’s owner always takes the role of helm, piloting the vessel and operating fixed and gimballed weaponry. They also control NPC fighter pilots. There can be up to two additional crewmembers, depending on the vessel,

Wait!? So only 3 CMDRs per ship?
or do you mean 2 additional crewmembers as NPCs?
 
Interesting..... but ultimately, about as bad as feared

The pilot retains control of some weapons...but not all.
The turret controller won't have a lot to do.
Interesting that a second SLF will be usable.

The system is overly focussed on combat, and dorsn't really present much for the players to do. And as feared...it goes for the buff option to empower a ship with all its balance and gameplay concerns.

The "forgetacrime" feature has obvious ramifications and problems.

Not a fan of this system and it needs obvious improvements. But maybe it'll work better in practise than I think.

The Commander Creator is still the most interesting feature of 2.3 for many so hopefully it'll be detailed enough. A good character creator can provide hours of gameplay in its own right. Still....I think we'll be getting something more akin to Warcrafts "Choose a face and skin colour" system than something truly detailed or involved.

Still, an improved camera system will be nice.
 
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Not impressed. Adds nothing for a small ship with no turrets as far as I can tell. Cobra for example.
 
I argued vehemently for transfer delays, and I gotta say I don't really mind the dropping in stuff at all . . . Another way of doin' it coulda been with the ai crew interface (could add a couple more active slots and then just take control of those guys, which could also explain being able to ditch fines).

Anyways sounds great, I'll never use it but sounds great :)
 
As we suspected, new gameplay is 100% for combat and nothing for explorers and traders.
What If I invite people over to my beluga and I have no fighters or turrets? Do they watch around waiting for the supercruise to be over?

What about the engineering role for fixing the ship and modules from incidents or attacks? Gosh, anything that is not pew pew would be great.
 
I'm again torn between the ''easy plug&play'' aspect and the '' I need to bleed to have fun'' side. Being able to travel from one ship to the other, while being in ''Telepresence''... I mean, yeah would probably cut our preparation time in half when we do something in group... but how? How can you explain that you magically appear on the other side of the galaxy... I'm torn...

-1 to the telepresence idea.. I understand it's for game play but make it physical with handwavium


I have a job that requires 60 hours a week + family responsibilities and on top of that, my friends all have differing schedules.

If we have to meet up at a station in the same system to multicrew, my entire night will be spent corralling folks.

Immersion won with the timers on transferring ships and modules. My week of gametime typically follows this pattern: plot a course to a system/objective, reach it on night 1 and request transfer of my ships and modules. Night 2 begin to do the things I came for. Night 3 do the same for next objective.

At this point, I don't have the time (and many are in the same boat) to continue waiting arbitrary periods before being able to play the damned game.

Suffering through the ship transfer/module transfer waiting periods is one thing. But having to coordinate our free nights together, AND coordinate where we need to meet up is too much of a barrier. I might be able to get a single night in a month with my friends where our free time lines up and we have more than 30 minutes to spend together. Shame on anyone who thinks that time should be spent jumping endlessly to get to the same system before we can crew up.
 
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Players already need to meet up to do Wing activity together, and I don't see that being a great terrible unbearable chore to achieve; so why would meeting up to form a crew be any different practically?

I already play with my friends in Wings, and the same friends will be each other's multicrew too. We're already hanging out in the same volumes of space.

The use of insta-teleportation for crew would seem therefore to be pretty pointless and unused by most who already use Wings. Why bother with it, when it devalues the intangible yet preferable quality of feeling like you're really journeying in space with your friends. Teleportation undermines that completely.
 
Great dev update!

I wonder if the "inter-system-telepresence" should be limited to just inside the bubble? That way, you could mostly play together and only for long-distance exploration trips we'd need to team up physically. These trips tend to need lenghty preparation anyways, as the recent Dr.Kaii trip for example.

The lore can be explained with the necessary radio relays only existing within populations.

The automatic crew matching feature seems weird to me. I'd never let strangers into my ship (even if it's just telepresence) without getting to know each other first. I mean the feature probably doesn't hurt but in the end I fear it will be development time wasted like CQC.

Other than that, I'd really like to see the option for crew to use my SRVs. That's much more important than using fighters imho. And yes, being able to pick up physical pilots/drivers is really the thing I was hoping for!

But still it reads like a great update!
 
One more question... Can the avatar creator be accessed more than once? I.e. if I mess something up on the first try or simply don't like the way my skin tone looks under a class B star or I've gone mad and decided to shave off my beard... Could I apply changes to my looks at any time?
 
I want emphasize again that the extra pip for each crew member is a dangerous idea. Selfishly speaking, if they get to set pip distributions like 0/4/4, I want that, too. And actually I can have it at all times: just buy two more accounts and invite your sockpuppet CMDRs onto your ship to idle there forever. I am certain this is not intended, but this is effectively a pay-to-win mechanic: pay real money for extra pips in your power distributor.
 
As we suspected, new gameplay is 100% for combat and nothing for explorers and traders.
What If I invite people over to my beluga and I have no fighters or turrets? Do they watch around waiting for the supercruise to be over?

What about the engineering role for fixing the ship and modules from incidents or attacks? Gosh, anything that is not pew pew would be great.

Yeah. I love how finding crew and ship is implemented but VERY disappointed at the lack of things for that crew to do. Was really hoping the options would be a lot deeper. Like...my crew can't even plot navigation for me while I'm scooping? This does absolutely nothing for my Cobra or my *very* new Python.
 
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