News 2.3 Dev Update

I'm really not sure what I think of the current Multicrew stuff. I'll certainly try it out - both as a pilot and as a crewmate, it might be fun. It might suck brown hole. We'll see.

I am certainly interested in seeing what the Commander Creator has to offer. I've always rather enjoyed crafting characters. I'm also curious to know if this will be a one-time thing or if we'll be able to edit our avatars pretty much whenever.

I am definitely interested in seeing this new camera business. I love taking screen shots of different things in different places. I'm hopeful this new camera will augment/replace the current Debug camera to allow us better control and more and varied options when it comes to screen shots. Again, we'll have to wait and see.
 
Sorry if someone has already said this.

ED Please for us lovers of the Black
1) Allow SRV's to be controlled like fighters. It would be "groovey" to be able to explore a new found location with other who are days if not weeks away by ship.
2) Allow fighters to carry surface scanners with the scans shared between all crew members. Joining forces with others from time to time to map a big/complex system would be fun.
3) When I'm all by myself can I switch between cockpit positions but still keep helm contol? I'm doing surface searches in my AspX and I would get a better view from the bottom cockpit.

Thanks

madwax....
 
Sorry if someone has already said this.

ED Please for us lovers of the Black
1) Allow SRV's to be controlled like fighters. It would be "groovey" to be able to explore a new found location with other who are days if not weeks away by ship.
2) Allow fighters to carry surface scanners with the scans shared between all crew members. Joining forces with others from time to time to map a big/complex system would be fun.
3) When I'm all by myself can I switch between cockpit positions but still keep helm contol? I'm doing surface searches in my AspX and I would get a better view from the bottom cockpit.

Thanks

madwax....

While they're at it, it'd be nice to see SRVs being 3d printed like fighters. Doesn't make sense that we can print one but not the other.
 
Thanks for the Development Update.

For the most part, the overall setup described works for me. I am satisfied with the instant-join feature in this case (and I vote YES to ship transfer delays), due to the realities of getting players together for a multiplayer session.

The primary crew roles described are almost exactly as I had imagined, turrets and SLF piloting.

But I would like to ask whether there is any chance of seeing non-combat roles introduced, such as:

Mining:
-Introduce a miner SLF equipped with mining lasers, which can be multi-crew staffed. Now I can helm my Anaconda, managing the prospector/collector limpets and refinery, while two friends fly SLF and lase the asteroids.
-Introduce turret mining lasers and turret prospector limpet aiming, for even more flexibility in how to mine. A CMDR crew in the mothership fires prospectors from a turret, and upon seeing solid results, jumps to the miner SLF to head out and being lasing the asteroid. The helm CMDR can manage limpets and even perhaps man a prospector turret in the mean time.

If you have reservations about duplicating the profits off sale of the mined cargo, consider:
-Split mined cargo profits from Commodity Market sale evenly between crew.
-Mining mission rewards could offer: Market value of mined goods shared between crew, PLUS a duplicated reward for any CDMR crew who assist in completing the mission.

I have other player friends who'd jump on that play in a second, whereas combat will not be likely as interesting for us.

Furthermore, SOLO players will get some added love with this system, as they can do all the roles themselves if they wish. Using turret prospector limpets and flying the mining SLF to lase asteroids, while their autopilot mother ship follows and collector limpets do their job.

Exploration:
A new variant of the Detailed Surface Scanner: It mounts in a hardpoint, instead of a module slot. It is turret mounted, and features an extended scanning range. The Class 2 size offers some range increase (maybe 2X), and Class 3 and Class 4 sizes each offers a bit longer range.

Now exploration multicrew can drop into a system and head toward a group of planets, maybe with quite a few moons in the group. Drop to normal space (or maybe not?) and use the turret DSS to quickly sweep the scanner to each each celestial body at longer range, without having to fly nearly as close, or steer the whole ship to point at every single object.

Duplicate the rewards for this. Put all CMDR crew names as shared credit on any first discovered objects.

And again, SOLO players get some love, getting A) the chance to put the DSS into a hardpoint, saving module space and B) the chance to operate the DSS turret themselves for the same quicker scan speed, or in "Fixed Forward" mode, offering the current method of operation by pointing the ship nose at the object.

EDIT: And in support of the above mentioned SRV working like the SLF. Let CMDR crew use them the same, for surface exploration teams in SRV groups.

A few other non-combat ideas that could fall under "Flight Engineer" role:
Fuel Scoop: When the fuel scoop is deployed, a small central GUI appears for CMDR crew, which shows a horizontal bar with an "Optimal Intake" band, and a CMDR controlled marker, both of which slide along the horizontal bar.

Each scoopable star type has a different width of "Optimal Intake" on the display, and the CMDR crew needs to move their marker left/right to center it within the "Optimal Intake" range. Keeping it in the band offers slightly quicker onset of peak scooping, and at a slightly reduced thermal load.

Cargo Master: when the ship is under pirate attack, and the cargo hatch is being hit with fire or limpets, the CMDR crew can assign 1 or 2 PIPs to help resist. The small central GUI would show 3 points of failure for the Cargo Hatch:

1) Electrical System
2) Mechanical System
3) Structure Damage

Each would have a little slider bar indicating filling up, which shows how each aspect is under attack, and these would vary a bit as the attack progressed. The CMDR crew Cargo Master could allocate 1 or 2 PIPs to spread between these 3 points of failure. Once any one of the 3 aspects is fully attacked, the Cargo Hatch is breached and cargo loss begins!

Damage Control: An extension of the AFMU, but instead of disabling a module to repair it, the CMDR crew can put up to 2 PIPs beside any damaged module. That module will be repaired while still functional, but at a slower rate than if disabled. Putting 2 PIPs is twice as fast repair as 1 PIP, but if several modules are damaged, then spreading out the PIPs may make sense.

Anyway, a few ideas for non-combat play. And all things that wouldn't really give a serious advantage for those not in a multi-crew game. Plus with all the above that involve CMDR crew placing PIPs, those would be unavailable for the rest of ship systems, offering some potential drawbacks for use of these roles.

I'm looking forward to more updates. Thanks again.
 
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Interesting. The idea of only turrets being usable by crew is concerning, as turrets bring significantly reduced damage to the table. Is there any talk of crewed turrets getting a damage boost to make them closer to Gimballed or fixed weapons in terms of damage? Since when crewed they will essentially be fixed weapons and not auto track, it seems like a fair trade-off to disable the tracking for damage (only when crewed of course).
 
I don't often post to the forum, but I wanted to give some (I hope) constructive comments about multicrew:

1. The explanation of helm and crew all having their own pips is not at all clear, please explain better.

2. I am absolutely fine with the insta-join of the crew - it's a superluminal telepresence. ( immersion != realism). Sandro is right, this has to be fun.

3. I had always assumed multicrew would mean a co-pilot who could manage ship systems (e.g. managing pips, selecting targets, route plotting, even communicating with other ships, etc etc). So I was disappointed to see that multicrew roles are limited to combat.

4. I agree with others that crew members should be able to take the helm if the ship owner wishes it so.

5. I think the crime and punishment system as described is asking for trouble. Rather, if any member of the crew commits a crime, there ought to be a 2 minute timer for others to leave the ship, or be removed from the ship, before the whole crew is tagged as wanted. Simply sacrificing credits isn't going to prevent griefing behavior (e.g. "It waz werth teh creds 2 pwnz0r dat noob. YOLO LOLz").

6. As many others have said, I would love for SRVs to be included in this multicrew mechanic. The ability to do joint air and land operations would be so much fun.


Thank you for reading,
CMDR DaveG
Gilson Space Ventures
 
I want to throw my vote into supporting insta-join and that's from a person who voted for ship transfer delays for reasons totally unrelated to immersion.
 
While they're at it, it'd be nice to see SRVs being 3d printed like fighters. Doesn't make sense that we can print one but not the other.

Right, another inconsistency.

It seems like every part of our ships have a ruleset on their own. Nothing makes sense anymore.

Crew can deploy one fighter, players 2. Because reasons.
Crew can telepresence 20 km away, players have unlimited telepresence from everywhere. Because reasons.
Ship can be operated by crew when in slf but not when you're in a srv. Because reasons.
Ammo can be synthesized, chaff and defenses no. Because reasons.
SLF can be reprinted, srv no. Because reasons.

My list could go on and on.

This is what happens when you slap new mechanics one on top of the other with no long term design plans, they just stop being consistent and it becomes a mess.
 
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I more than a little depressed to realize that crew can't use SRVs... at least no mention of it was made. And if the pilot can't swap his seat like the gunner and fighter con, what happens if the captain uses the SRV. Can he? Or is it like the fighter bay where you can't land with it deployed?

I'd just like to know that at the very least SRV use is on the "to-do" list. Not the "it would be nice" list.
 
My first time posting here - I want to add some (hopefully) constructive criticisms to the multicrew announcement:

1. I agree with Sandro that this has to be fun, and therefore instant joining from anywhere is fine with me - it's superluminal telepresence and let's leave it at that.

2. Ever since I knew multicrew was coming, I just assumed it would include a co-pilot who could manage ship systems for you. E.g. route plotting, pip management, communications, selecting targets, etc. I was disappointed to see that the crew roles are limited to combat only. I think pretty much any activity in the game could be more fun with a friend on board helping to operate the ship - not just fighting.

3. The explanation of helm and crew each having their own system pips to manage is not at all clear, I do not understand how it's meant to work.

4. I think that if the ship owner is happy to give the helm over to a crew member, then they should be able to - we can already do this with NPC crew.

5. I think the implementation of crime and punishment sounds ineffective. I can quite imagine someone saying it was worth sacrificing their credits to pwnz0r someone. Instead, I think there ought to be a 1 minute timer for people to leave the ship, or be removed from the ship, before the wanted tag is given to everyone. In that time, the rest of the crew have an opportunity to take responsibility and remove the criminal from the scene.

6. As many others have said, it would be a huge amount of fun to have SRVs included in multicrew. The idea of taking your buddies along on your ship to do some kind of join land and air operation (whether it be a mission, a player event, or exploration, etc) would make a lot of players very happy.

Thank you for reading,
CMDR DaveG
Gilson Space Ventures
 
However, as they share the benefits, so too do they share the punishments. Any crime that the ship suffers is applied to all crewmembers equally. But when a Commander leaves or ends a session, the crew will have the option of avoiding taking the crimes with them, but in doing so, will lose all credits earned. It will be their choice.

So a crew of scumbags can assemble, safe in the knowledge that their ery has no lasting consequence for themselves?
 
1) Multiple accounts guy logs in all players
2) He assigns his other player accounts to his main ship.
3) Farms @ Has Res or farms PP activities
4) Profit for everyone!

Will engineer's powerups apply to crew members too?
 
One to fly the ship

One to man the gun turrets

One to fly the fighter

One to write an Open Letter to Frontier on the forums to complain how badly designed it all is and how they would have done it better

One role to Rule them all.
One role to Find them.
One role to Bring them all.
And in the darkness, Bind them..
 
lol :D or there are five friends, who we can give names to if we want, but only four positions in Bob's cutter

Same problem. Can keep adding numbers as high as we like. fallacious point

The point that you missed is that for over a year or so now, FDev have given four friends at once the ability to play together, and they are now hoping to either supplement or possibly supplant that dynamic with the chance for three to play together. It's not a random sampling of group sizes, it's exactly one less. One person of a group of four who have been enjoying 4-man wing gameplay for ~1 year will have to now sit out the session if the group wants to play multicrew content. Not a step up at all.

And it's THREE positions in Bob's Cutter. Was supposed to be four.
 
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The point that you missed is that for over a year or so now, FDev have given four friends at once the ability to play together, and they are now hoping to either supplement or possibly supplant that dynamic with the chance for three to play together. It's not a random sampling of group sizes, it's exactly one less.

And it's THREE positions in Bob's Cutter. Was supposed to be four.

Was it? Did they promise four? Or was that them theorycrafting, explaining what they'd like to do? ( Genuinely curious )
 
Say there are four friends- Bob, Bill, Pete and Stinky- who enjoy winging up. 2.3 is released and they all rush to multicrew in Bob's Cutter.

Unfortunately, there are only three crew positions. Bob, and up to two others.

Which of these four intrepid Commanders gets told to go play with himself?

I love Elite, and look forward to seeing what's on the way, but man it feels like you guys know how to screw up your game sometimes.

Not bob becase he has the cutter!
They team up 2 in watch ship and go out and play around, maby looking for fun on the surface or looking for more friends.

Don't be so negative it not good for you!
 
Some interesting ideas.

I'll add my voice to those who are uncomfortable with the proposed renumeration package. If the primary goal is to have fun with friends, I don't think multiplying rewards by the number of players should be necessary. I'd be much happier with a model where a PC crewmember took a cut of profits in the same way as an NPC crewmember, based on their rank. The extra efficiency of the ship would increase the rate of earning enough, I'd have thought. You could still take a neophyte along for the ride but their rank would preclude their being boosted too quickly by their pay. It also keeps the differences between PCs and NPCs to a minimum, which I think is an important principle to which to adhere where pragmatically possible.

Some have expressed concern with trolls shooting up the police to gain bounties then bailing. Well at some point the ship-owner has to take responsibility for who they allow into their ship. You take strangers at your peril. Similarly if you crew for someone you don't know, and they do nefarious things, then you have to some measure of responsibility for that too. Perhaps any bounties issued to crewmembers should be automatically dormant once they leave the ship - at least then you would get a chance to pay them off before they became a problem, but you still have to own them.

I think a bigger troll/griefing issue would be joining a multicrew ship and then using your turret guns to gain a wanted status in the vicinity of a station, causing the station guys to destroy the ship. At the very least the ship-owner should have the facility to disable any firepower not under their direct control in these situations - this might most easily be achieved by allocating turreted weapons to the gunner station based on fire groups - so coming in to dock, you toggle to a fire group where all weapons are under your control, if you don't trust your crew. You might have to find a similar mechanism to prevent SLF launch too (though I'm still of the opinion that SLF should be nuked by stations on principle, with no fault accruing to their carrier, if they enter the no-fly zone).
 
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