Multicrew show allow owner to switch from the helm position

Should Crew Be Able to Take The Helm?

  • The owner should be allowed to give up Helmsman control to another player

    Votes: 425 81.0%
  • The owner should not be allowed to give up Helmsman control to another player

    Votes: 100 19.0%

  • Total voters
    525
  • Poll closed .
If someone sits at a console and does nothing, then the captain should have the same control over the ship as before. If that crew member counters the captain's wishis, then that player can be kicked off the ship (unfortunately safely) and the captain regain command. Then there's the lag you get (as you do in wings) when someone connects.
 
If someone sits at a console and does nothing, then the captain should have the same control over the ship as before. If that crew member counters the captain's wishis, then that player can be kicked off the ship (unfortunately safely) and the captain regain command. Then there's the lag you get (as you do in wings) when someone connects.

Owner of the ship needs to be able to override helm at any point, without necessarily kicking them off the ship (though that needs to be an option, too - if someone annoys me it's only fair I get to show them to the airlock).
 
While one CMDR is scooping and flying to line up with the next system, another can go into system maps to check whether there's anything worth scanning. Can check the statistics for interesting looking bodies (ho mama!) or can go into galaxy map to see if there are any interesting looking systems/planetary nebula nearby.

While exploring planets, one CMDR gets dropped off in an SRV, while the other gains a birds eye view and directs the SRV CMDR to ... well, that only is useful if there was anything to spot to redirect the SRV CMDR to. Never mind. :)

I'd certainly like to plot a route for my helmsman. It could make star system, by star system travel possible.
 
If multicrew has anything to offer explorers, assigning SRVs and Fighters to crewmates should be a given. What else is there for explorers to do? Man the turrets and shields of non-combat orientated ships all the way to Beagle Point?

Mulitcrew for explorers should be about sharing the journey via all taking turns to fly the ship. Sharing the hardware the ship brought along (i.e. SRVs and Fighters) and being flexible enough to allow emergent gameplay... like dropping off crew in a SRV at one part of a planet, another somewhere else, and a third somewhere else... then going back to collect them once their exploration is over... or landing somewhere and all shooting off in SRVs or fighters together to explore as a wing.

If it doesn't have that as a base mechanic, what exactly has multi-crew got to offer explorers? Hopefully new scanners and discovery techniques that a crewmate can undertake? Maybe one crewmate can be responsible for launching discovery probes and analysing the data of what those probes return? Lets hope FD have looked beyond the PvP crowd here and realize multi-crew should cover multi-professions (don't hold your breath folks!).
 
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Unfortunately I thunk that this is more like a technical restriction :/ because I'm sure they think of this option first, we shall see if they have a plan for it but I agree to this discussions.
 
Yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee...........................(3 times around the world).....................eeeeeeeeeeeeeeeeeeeeeeeees!
 
If multicrew has anything to offer explorers, assigning SRVs and Fighters to crewmates should be a given. What else is there for explorers to do? Man the turrets and shields of non-combat orientated ships all the way to Beagle Point?

Mulitcrew for explorers should be about sharing the journey via all taking turns to fly the ship. Sharing the hardware the ship brought along (i.e. SRVs and Fighters) and being flexible enough to allow emergent gameplay... like dropping off crew in a SRV at one part of a planet, another somewhere else, and a third somewhere else... then going back to collect them once their exploration is over... or landing somewhere and all shooting off in SRVs or fighters together to explore as a wing.

If it doesn't have that as a base mechanic, what exactly has multi-crew got to offer explorers? Hopefully new scanners and discovery techniques that a crewmate can undertake? Maybe one crewmate can be responsible for launching discovery probes and analysing the data of what those probes return? Lets hope FD have looked beyond the PvP crowd here and realize multi-crew should cover multi-professions (don't hold your breath folks!).

You've made the same mistake I made.

This is not the game you thought it was going to be. It's a galaxy-sized frag-fest arcade game. Like me, you should stop taking it so seriously ;)
 
*Becomes helmsman
*Looks right
*Scrolls left once
*Scrolls up twice
*Hears "Ship destruction in 5...4.."

Just limit ship destruct to the owner of the ship... after all they're the only one that knows the codes :)

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What I want to know is this.

If you and your mate multicrew together, and you jump in your mates ship.. off you go to Sag A... after 4 hours of jumponium.. he says, RIGHTY, have to call it a night, got to be up at 6.

He logs, and you're... what? stuck in a passenger seat somewhere in the direction of the core? You get 'teleported' back to the bubble? You get control of the ship to carry on the trip?

[???]
 
You've made the same mistake I made.

This is not the game you thought it was going to be. It's a galaxy-sized frag-fest arcade game. Like me, you should stop taking it so seriously ;)

Haha true :D

But it still has much awesomeness to offer, especially if FD allow emergent gameplay a glimmer of hope now and then with some of their design decisions. But everything is becoming too... clinical.
 
Just limit ship destruct to the owner of the ship... after all they're the only one that knows the codes :)

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What I want to know is this.



If you and your mate multicrew together, and you jump in your mates ship.. off you go to Sag A... after 4 hours of jumponium.. he says, RIGHTY, have to call it a night, got to be up at 6.

He logs, and you're... what? stuck in a passenger seat somewhere in the direction of the core? You get 'teleported' back to the bubble? You get control of the ship to carry on the trip?

[???]

Im 100% sure you load back into your ship or the main menu.
 
Just limit ship destruct to the owner of the ship... after all they're the only one that knows the codes :)

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What I want to know is this.

If you and your mate multicrew together, and you jump in your mates ship.. off you go to Sag A... after 4 hours of jumponium.. he says, RIGHTY, have to call it a night, got to be up at 6.

He logs, and you're... what? stuck in a passenger seat somewhere in the direction of the core? You get 'teleported' back to the bubble? You get control of the ship to carry on the trip?

[???]

You get back to your own ship. Itsliterally and explicitly in the dev update.
 
I've been thinking with what they described for multi-crew how useful is it going to be compared to 4 ships in a wing? If they don't add more to it, it's going to end up like CQC.
 
https://forums.frontier.co.uk/showthread.php/326211-2-3-Dev-Update

Bit late but on the off chance you haven't found it yet :D

Yeah, I found it a few minutes after my post, as usual.

Thanks though.

This makes sense how?

It doesn't.

Really, trade dividends were stupid and inexplicable enough. Bounty duplication is by far the most absurd aspect of multi-crew thus mentioned, even including the probably unlimited range interstellar teleportation/telepresence in a setting that still physically transports data.
 
I voted with everyone else, the ship owner should not be required to always be the helmsman.

However, I don't believe that any of this statement portrays FDev's final say in the matter. I just think they haven't had the time to build a full ownership system for the game or any sort of limited liability set up for crew. They're using existing mechanics (all from Horizons) to bring them all together, now that they have instancing mostly on point.

From what we've seen so far, the stated update is a bit disappointing, as nothing described here is actually new, except being able to lock missiles far wider than your average gimbal range.

My main concern hasn't really been discussed, yet. Right now, you can't deploy landing gear if you have a fighter launched. It basically eliminates any ability to have your NPC fighter pilot assist your base assault. If we can have 3 crew members, I'm going out on a limb and assuming that one ship will be able to deploy a fighter, SRV, and mothership at the same time. Limiting that capability would be absurd.
 
You get back to your own ship. Itsliterally and explicitly in the dev update.

Yep I read the update.

You go back to your ship.. Where?

Back in the bubble? even though you spent half the day travelling to the core? and you're already way past cats paw?

You start in your ship, where your friend logged off? Your ship gets transported to you, whilst you float in space?

Or are we're talking about instant teleportation? I though the whole community went postal at the thought of the teleportation of anything in ED? I get teleported back to Eravate if my friends logs out at Beagle point?

I'm as confused after reading the update, as I was before I read the update.

Maybe it's because I don't do combat.. And looking forward to finally doing epic adventuring with my like minded friends.

EDIT: excerpt:

They can also leave at any time (or be evicted by the ship’s owner) at which point they can return to where their ship was last, making the whole affair a very friendly, drop in – drop out procedure.

they can return to where their ship was last.. operative word being can.. what does can mean? They can choose to? Choose to what? be teleported to Eravate from Beagle point? or you can stay where you are if you want to? I don't understand the use of the word "can" here. Can insinuates you are given a choice.. if so what other choices are there..
 
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I assume the choice is to be returned to where your ship was last, or into a sidewinder at the game's start system... sacrificing their last ship.

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I voted with everyone else, the ship owner should not be required to always be the helmsman.

However, I don't believe that any of this statement portrays FDev's final say in the matter. I just think they haven't had the time to build a full ownership system for the game or any sort of limited liability set up for crew. They're using existing mechanics (all from Horizons) to bring them all together, now that they have instancing mostly on point.

From what we've seen so far, the stated update is a bit disappointing, as nothing described here is actually new, except being able to lock missiles far wider than your average gimbal range.

My main concern hasn't really been discussed, yet. Right now, you can't deploy landing gear if you have a fighter launched. It basically eliminates any ability to have your NPC fighter pilot assist your base assault. If we can have 3 crew members, I'm going out on a limb and assuming that one ship will be able to deploy a fighter, SRV, and mothership at the same time. Limiting that capability would be absurd.

If this is what FDev is saying, I can appreciate and understand that.

It would certainly be nice to see SRV, Fighter and Mothership out at the same time.
 
I say "Yes"

Just don't let them access the right hand screen and give the Owner of a vessel a Kill-switch hot-key so that if the Helmsman starts to do something you don't like you can hit a button and retake control.

Personally I want to be able to fire the Turrets while someone else flies (or even leave the ship static) or to have someone come out into the Black with me and take control while I nip off to the Loo.

But right now, this all feels like someone is paranoid about where the responsibility for a ship will be and/or their is some weird ownership issue with the game mechanics or something.
 
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