News 2.3 Dev Update

That sounds as though a combat ship with multicrew is far less effective in combat than a wing of combat ships. Depending on player ability, it seems far better to have four ships in combat rather than four people in a ship. I wonder if you could have a combination of two ships (each containing two people), or three ships, one with two crew? That could be fun. :)

That should be fairly obvious. One Conda, with a player manning the turrets, who surely can't do the job as well as the ship's targeting systems can, and two SLF's out. VS four Conda's, that aren't gimped with turrets, each with a single SLF out.

Ridiculous. And FD's balance solution? Give em more pips.
 
It'll be interesting to see how this affects tactics in the game. Currently you might roam around in a Wing searching for combat - Powerplay, traders (if you're a pirate), pirates (if you're a bounty hunter).

With Multicrew you might patrol in 3 ships in 3 different systems. When any one of them makes contact with a potential target, you summon the other two Commanders and get an insta-boost. Probably much less effective than having 3 ships, but you have the advantage of summoning the other two immediately.

It'll be interesting to see how much of a boost multicrew actually will be. Will 'manually' operated turrets be more effective than automatic? How does the extra pip work?

It does sound like they're sweetening it enough to make it appealing (instead of just something you'd do for the coolness factor), which is good.
 
That is basically the kind of game play we are getting. Helmsman "Push the button to give us more power!", Gunner *uses cam to look at the helmsman "Button pushed! We have more power!", Fighter pilot "Woot I killed the noob!", Helmsman looks around the bridge. "Good job guys!", Destroyed sidey player "I'm going back to solo!". xD

Do much Second Life in your off time? :>
 
That sounds as though a combat ship with multicrew is far less effective in combat than a wing of combat ships. Depending on player ability, it seems far better to have four ships in combat rather than four people in a ship. I wonder if you could have a combination of two ships (each containing two people), or three ships, one with two crew? That could be fun. :)

What it does mean though is a wing of 4 can join a Pvp fight, disengage the wing and (if you can join multi crew at any point in space) another 8 players can join, thus launching the 8 SLF.
 
the easy access for crews seems to me disrupting allot of possible game play.
cos one man can suddenly be enforced with a hole team.
but what if you had sneaked into his ship?
unless you can disable the teleport cabin...
 
Love the telepresence thing. I'm really hoping the 'immersion' crowd doesn't ruin this by making us wait for some timer just to play with friends, like they did with the planetary surface maps.

I, personally, play a game to just play a game and have fun, not try to live some other 'realistic' life.
 
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Love the telepresence thing. I'm really hoping the 'immersion' crowd doesn't ruin this by making us wait for some timer just to play with friends, like they did with the planetary surface maps.

I, personally, play a game to just play a game and have fun, not try to live some other 'realistic' life.
Although I voted yes for ship transfer (to ease engineering mostly), I do believe teleportation for this feature is most welcome. It's all about having fun, I shouldn't have to travel xLY or wait xmins just to muck about with a buddy. And if immersion is important to me, I can always fly to the same station as my crewmate(s). I mean, take a game like Skyrim. You don't have to eat/sleep/drink, but the tool are there if you want to.
 
The idea that some friends, in similar ships, could be patrolling around in three separate systems, and no matter the distance, instantly transport to each others ships when attacked, or on finding find a cz or something interesting, makes wings kind of pointless, especially with the added benefit of multiples of reward and cheaper rebuy costs. Why would we bother using a wing?
 
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And on the other hand... I would like this teleport "feature" to be entirely optional.

I think it IS completely optional, just not strictly by game mechanic. If you and your crew mates don't want to 'teleport' then just meet at a station, and crew up from there. Just because you don't 'have' to be at the same station doesn't mean that you can't do it that way anyway.

Maybe shuttling around your crew and having them depart from wherever your ship is will be something you can do in the future. Multi-crew in and of itself is a huge undertaking no doubt so it makes sense to me that they are just doing things one step at a time.

- - - Updated - - -

The idea that some friends, in similar ships, could be patrolling around in three separate systems, and no matter the distance, instantly transport to each others ships when attacked, or on finding find a cz or something interesting, makes wings kind of pointless, especially with the added benefit of multiples of reward and cheaper rebuy costs. Why would we bother using a wing?

Sometimes I think I would rather have two Vultures at my side, rather than two Condors :)
 
I think it IS completely optional, just not strictly by game mechanic. If you and your crew mates don't want to 'teleport' then just meet at a station, and crew up from there. Just because you don't 'have' to be at the same station doesn't mean that you can't do it that way anyway.

Much in the same way that you don't HAVE to use the instant-teleportation mechanic in Skyrim if you don't want to.
 
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I have to say at this point 6 months late and 2 poor updates his game has become the keystone cops of games. When you think they are going to finally put some work into exploration or trading or something else they focus yet again on combat. That was the lazy way out. They could have had some really cool exploration interfaces, scanners and all that. But just controlling turrets and fighters? Really?
 
That should be fairly obvious. One Conda, with a player manning the turrets, who surely can't do the job as well as the ship's targeting systems can, and two SLF's out. VS four Conda's, that aren't gimped with turrets, each with a single SLF out.

Ridiculous. And FD's balance solution? Give em more pips.

You serious? Turret targeting sucks still, i bet every heavy drinking friday evening gamer will do better in the gunner seat than the turrets do atm... And 2 SLFs can be quite nasty. Not that it would win against a wing of 4 condas, that's something to avoid anyway. But no reason to bash 2.3 all over and jump to conclusions, no one has even seen the gunner interface yet... So glad i'm no dev, the negativity in this thread has reached such a new level, i would just call it a day. Be strong FDEV, i like how 2.3 sounds.
 
I have to say at this point 6 months late and 2 poor updates his game has become the keystone cops of games. When you think they are going to finally put some work into exploration or trading or something else they focus yet again on combat. That was the lazy way out. They could have had some really cool exploration interfaces, scanners and all that. But just controlling turrets and fighters? Really?
Will you guys EVER read?

"As long as their ship has enough seats (different ships have different multicrew capabilities)" "There can be up to two additional crewmembers, depending on the vessel, who can perform roles to enhance the ability of the ship."

Please, READ.
 
Will you guys EVER read?

"As long as their ship has enough seats (different ships have different multicrew capabilities)" "There can be up to two additional crewmembers, depending on the vessel, who can perform roles to enhance the ability of the ship."

Please, READ.

Read the first post. All of the 'different' roles are listed. There are no more new and exciting roles. The reference to different capabilities means that (for example) there won't be a fighter pilot role available in the Python because the ship cannot equip a fighter bay.
 
Wow ... and I thought that the "arcade" game was Star Citizen ...
This game is becoming more and more disappointing.

Geeee ... the instantaneous transfer is necessary for the fun !!!
or maybe the fun is to accept the rules of a consistent simulation.

Geeee ... ED is not a simulation !!!
Yes it is. In this case it is becoming a ugly one, but yes, it is.

I have a job That requires 60 hours a week + Family Responsibilities ...
What are you waiting for? stop playing or dismissed and divorced. It's not that I have to play a bad game because of your commitments.

Very pleased indeed to hear about the instant joining a ship for multi-crew. The less barriers to entry the better! This means That mulit-crew has something to offer everyone, even the deep space explorer. A great decision for sure!
... Bha ... please ... shut up!

I do not understand when Mr. Braben promotes scientific accuracy (and simulation) in favor of new "gameplay vectors", then when we see deployments so childish.
Iron logic and realism create thousand folds in which lie a thousand ways and interpretations of the style of play. On the contrary, a simplified system, created "to measure" on the player, can be interpreted in only one way.
A golden rule:
fun gameplay is when you have to adapt yourself to a game environment and not when the environment has to adapt to you.

Two souls. Maybe there are too many cooks in the kitchen ...
... Or maybe I'm too old ... Christ! I will die without seeing a decent game ...

^This, this, a million times, THIS!
 
Well the roles are interchangeable, meaning you can switch roles as you see fit while in-ship. Good thing about multicrew is it encourages multiplayer a lot, regardless of things you can do in the ship. For example it is a good way to eliminate the distance between players and also makes it A LOT easier for people to group up to experience the same thing together like alien encounters, ancient ruins ,etc without the need to travel.

And believe me playing together in the same vessel is a way more different experience and much fun than teaming up in wings because 3 minds working together in one ship is stupifyingly addictive. I am sure in near future we will have new ships that will have different roles for multi-crew such as motherships or cruisers with bridges,etc.

In the meantime you may want to check this "PULSAR LOST COLONY" game which focuses entirely on multi-crew and has missions that require multi crew and see what I mean by stupifying experience.
 
It would be nice if the ship owner didn't always have to be the helm. If I trust my friends to fly my ship and if I accept that the rebuy is my responsibility, I'd like to be able to swap seats.

I agree, a commander should be able to turn the helm over (or take it back) any time they choose to.
 
Sorry ive been 24 hours out of this thread, back to my original statement of i dont think it will work without a dedicated server infrastructure handling clients, why you ask. well player A. lives in Southern ireland where connection speeds are at best 8mb with contention on those lines of 1/50. Average ping to login server 80ms and Player B. lives in queensland australia has a average speed of 72mb/s with no contention rate due to dedicated fibre line. Average ping to login server 200ms - Peer to peer session with player A and B network ping times 500-800ms with a lot of packet loss in between. For a game that works like this does that is impossible to calculate for a single peer to peer session, hence why a predictive network algorithm is used by either fdev or amazon ( 90% the cause of srv death in big races ) and then controlled by the AWS cloud on who takes priority of data handling to the nearest traffic node. Yes this is my way of simplifying this im sure frontier can explain it better. For them to utilize a multicrew there has to be a uniform way of data handling and networking throughput or one client is going to constantly "lag" the other.
 
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