2.3 dev update feedback mega thread

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can we please not make multicrew all about combat... (hates the idea of instant teleportation) elite dangerous captured us with the incredible immersion they bestowed on us. it feels like we're cheapening the experience. and now that this is here "space legs" will be a downgrade .. and I wanted to be able to walk to a friends ship and board it.. but now that seems like it will be pointless if i can teleport around the galaxy.
Indeed. It'd be awesome for explorers to have a "science crew" aka faster scanning or farther range. Also nice for a prospector to be able to size get more out of an asteroid etc. wouldn't mind being able to do base assaults with srv and ship and SLF all together either, and that would all be nice if it could be done with NPC crew. Human players should be able to agent smith their way in, but one should not have to rely on multiplayer aspects to access multicrew.
 
but now that seems like it will be pointless if i can teleport around the galaxy.

You won;t be teleporting around the galaxy. A ship is much bigger than you and you need to own the ship. Otherwise this would be the ultimate burglary tool, so it will have unbreakable safeguards.
 
I'm just hoping that the 'turret' user is able to scan planets while exploring without the ship having to point that way....

As I said before, though.... I feel there's a lost opportunity there: Just give someone control of the left control-panel.
While in combat:
* Can pick targets
* Can designate sub-targets
* Can monitor contact distances to determine when that CZ is about to go sideways

Outside combat:
* Can plan jump routes
* Can monitor contacts to watch for interdiction risks or callout USSs.
* Can highlight planets worth scanning on the system map
* Can plan the next 'boosted' jump route while the pilot parks in a neutron star
(I imagine all this working like a wing - where their choices are shown with a different colour to the pilots)

It's harder to make the case that controlling the right-hand panel would result in compelling game-play, but having someone on the left panel constantly seems like it would be helpful.
Having said that, adding limited functionality (limited module control for stuff like shield-boosters, SBCs, etc) from the right panel could also add additional the to role, if it were otherwise lacking.
 
No, I'm telling you that what you wrote wasn't gameplay. It's easy when you come up with an idea, but actually doing is hard.

So come up with the gameplay. The pipemania game would be rerouting power and avoiding shorts and damage. So it COULD be the game you play as engineer. Just slap a glowy red line and some LEDs on the Pipemania game and you're golden.

But come up with your own, instead of trying to make out you don't have to because I've not met some arbitrary goal you want to look for.

Come up with the gameplay. You've said this is really easy. There's no rush, and the devs will be listening, so I'm sure they're all ears to see what a user thinks good gameplay for the engineer station is, so they can bringit in during the beta.

And here those complaining about the extra pip will be able to preempt Dev effort by telling you why it's wrong.

I just like to hear what you do that is so easy.

EDIT: and, no, "I leave that to developers" won't cut it, you claimed it was easy. That there WAS a role. But you didn't actually give one and that is saying that you had nothing. You're not going to have to write it. Just give a game you would play and what it would do to the ship to make it worth playing for both the group and the one doing this task.

Have a look at your Module Tab in your ship.....and the bulk of the UI is already there. Just add an extra option for "Run Diagnostic".......and the time it takes for the diagnostic to run would depend on the module type & the class of module (lower class modules would be quicker, but would be less likely to deliver a potential for benefit). Once the diagnostic is completed, you'd get a pop up telling you what buff you could apply-& how long it will last-as well as any material/power cost to get the buff in place (kind of like synthesis), though there would be a small chance that you could accidentally break the module instead, so there would be a risk/reward mechanic in place.

Engineers could use a similar system for repairing damaged modules, & for shifting power between systems to get boosts as the Captain/pilot required.

In a one-person ship, these kinds of task could be conducted by the pilot during particularly long Super-cruise trips.

This is, of course, a far cry from the massively OP "flat pip increase" that you mention.

BTW, contrary to what you said-in the most rude & obnoxious way possible, might I add-I actually already had a mechanic for how it worked in my head.....& in fact wrote a detailed post about it in the Suggestion thread over a month ago. What I said was that I'd leave the UI details up to the devs. Now go bother someone else, you rude, nasty little person.

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Time to place Sterling on my ignore list, I reckon. He apparently can't debate an issue without belittling other people & their ideas. I can do without that kind of negativity in my life.
 
This is why ED should never listen to the fan base except for minor adds or release info on updates. Anyone with the I Want Syndrome will be displeased. Just give us ED's planned timed release and we can deal then. Umpteen threads on displeasure on any update that haven't even been seen and the cry to the heavens always happens. ED give us your game. Bring It. :)
 
If you want realism, I hope they go one further and make the CMDR that picks everyone up have to return them to the station they parked at and make it such that anyone who crews, if the primary ship owner logs out, they cannot play until the ship they're on is back online. They just have to wait for whoever they crewed with to start playing again, this would be true continuity!

'Cause you know, it would be immersion breaking if you're out crewing someone else ship and the poof! all of a sudden back in your own ship docked at a starport 100s of light years from where you were crewing someone else ship.
 
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What's unintentionally amusing is that if this is explained as 'telepresence', it no longer makes any sense why any actual hired NPC crew have to physically be there and die, if your ship gets destroyed... The same NPCs which are remotely-piloting create-on-demand fighters which get made with cockpits. :D

Am guessing that instantly transferring is just a place-holder mechanic until avatar animation has been completed. Frontier have reversed their opinions before, especially after beta testing.

Otherwise, they are going to need a reason why we can't simply pilot any ship we own anywhere they are docked.

And to do that, they'd have to acknowledge life support is completely unnecessary. Bonus to explorer careers!

From what we know so far it looks like a bad idea waiting to happen especially in combination with the proposed 360° turret view mode which allows for missiles to lock on and fire from every angle of the crewed ship.

No, this is something I salute Frontier for doing. I recall very recently suggesting mirroring VLS missile tubes on real warships and this mechanic essentially allows for that.

The marketing for this product is too heavily aimed at thinking of these craft as jet fighters, when a more relevant comparison would be to warships and submarines - neither of which need to be pointing at a contact in order to target or guide missiles towards it. Even a Sidewinder is as large as a decent-sized house, after all.

So, yes. Well done, Frontier! Missiles should be able to fire and home in on a target from any direction. I'd actually go further than this and say it shouldn't even require a gunner to do so - the sensors should be able to gain a firing solution, regardless of angle. They have complete spherical coverage.

Already, modern fighters are moving from HUD to HMD (Helmet-Mounted Display) symbology, which allows them to fire missiles at other planes at completely different angles to where they are pointing. The craft we're meant to be piloting are supposed to be far more advanced than that. Mirroring a warship or submarine, being able to gain a lock and fire at any target, regardless of the bearing, should be precisely what they are capable of.
 
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Why is there still no word on NPC crew? All I want want is just to look over to my co polit seat and see someone sitting there, and I don't want to have to always rely on my friends being online or not. Is it really so hard for Frontier to just put a dummy in those seats?

Also, are there no new ships? LAME! Give us the Hunter already!
 
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Why is there still no word on NPC crew? All I want want is just to look over to my co polit seat and see someone sitting there, and I don't want to have to always rely on my friends being online or not. Is it really so hard for Frontier to just out a dummy in those seats?

Also, are there no new ships? LAME! Give us the Hunter already!

Same reason there is still no word on hired NPCs using the 'Wings' feature. Even though this would have let the team focus on fixing/creating other features, instead of having to model, animate and code the SLF stuff.
 
Why is there still no word on NPC crew? All I want want is just to look over to my co polit seat and see someone sitting there, and I don't want to have to always rely on my friends being online or not. Is it really so hard for Frontier to just put a dummy in those seats?

Also, are there no new ships? LAME! Give us the Hunter already!

I don't think my ship would survive TWO dummies up front...

but in all seriousness, I agree, it'd be nice to have the option to have one of the pilots we've hired just sit with us in the ship.
 
I don't think my ship would survive TWO dummies up front...

but in all seriousness, I agree, it'd be nice to have the option to have one of the pilots we've hired just sit with us in the ship.
Yep. I've been thinking this for ages. It's not as if that could not have been done from the launch of guardians. If you'll notice, your own avatar is removed from the mothership when you pilot the SLF (and placed within the SLF). This is irksome.
 
... instead of having to model, animate and code the SLF stuff.

Actually, this is basically all the work necessary to have NPC wings, already done. The pirate/police interdiction/instance arrival means supercruise and space transition coding is done as well. All they have to do is give it to us.

But I think they are still holding out that we'll play together in open if they wait on NPC wings.

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Yep. I've been thinking this for ages. It's not as if that could not have been done from the launch of guardians. If you'll notice, your own avatar is removed from the mothership when you pilot the SLF (and placed within the SLF). This is irksome.

Yes, I wish they'd just say they're working things out as they go and not try to explain things with "lore". It's perfectly legitimate to say, "Here's a feature, here's the limits for now, we'll be refining this as we go."

Saying lore this and lore that kind of paints you into a corner.

For those that lack the imagination to take things with a grain of salt...
 
One recommendation that is actually pretty good is the guy who said 'just make the player be docked' before allowing multicrew players to join - but this kills the mechanic of being able to set your ship to 'Open' and let anyone drop in at any time, which for me as a lone wolf in Open Play is the most exciting part of the whole thing and definitely something I'll use.

Also, having the player be docked before allowing multicrew pre-supposes that you have a bunch of players already organised and in communication.

I much prefer the ad-hoc and slick way Frontier want to do it because it can be done on the fly with no faffing around and doesn't require any prior organisation. Setting up a Wing requires a bit of organisation and faff, Multicrew is a way to get some kind of multiplayer happening without any of that - the two things compliment each other nicely.


Having skimmed much of this thread I'd summarise it generally like this:
- arguments AGAINST drop in/drop out are 'immersion' and 'consistency'
- arguments FOR drop in/drop out are 'gameplay' and 'ease of use'

There is absolutely no reconciling those two, you are on one side or the other, and some folks are somewhere in the middle.



Given that much of the game errs on the side of immersion and realism at the expense of intuitive gameplay (long travel times, somewhat impenetrable BGS mechanics etc) I am absolutely convinced that the simple drop in/drop out will compliment and balance what is already there in the game.

Having a player suddenly drop into my ship during a play session, even just as a sightseer will spice up a session in the game for me immensely. Dropping into someone else's ship without having to organise/contact them/meet them in game is absolutely something I would do to spice up or finish a session in the game.

There's a whole social side to being able to drop into a ship/group - I might suddenly find something interesting happening somewhere else with online players and want to go and join them in my actual ship. There's a lot of really good social stuff that could fall out of this.
 
If you want realism, I hope they go one further and make the CMDR that picks everyone up have to return them to the station they parked at and make it such that anyone who crews, if the primary ship owner logs out, they cannot play until the ship they're on is back online. They just have to wait for whoever they crewed with to start playing again, this would be true continuity!

'Cause you know, it would be immersion breaking if you're out crewing someone else ship and the poof! all of a sudden back in your own ship docked at a starport 100s of light years from where you were crewing someone else ship.

True continuity would be if you could log into the game and be onboard the ship *regardless* of whether the original owner of the ship is currently signed into the game. True continuity would be if the ship continued to exist in a particular place and time whether anyone was actively piloting it or not. True continuity would be when things don't disappear when a network connection drops. And it would be AWESOME.

What if anyone who is onboard the ship can log into the game and they'll be in the ship and if the owner has given them flight privileges then they can even fly it? So CMDR A is piloting the ship with CMDRs B and C in support roles, but he grants full ship permissions to CMDR B before signing out of the game. His CMDR avatar now goes into a stasis chamber somewhere in the back of the ship, and CMDR B and C continue on their space adventure. One week later, CMDR A logs back into the game and he's in a totally different place from where he was when he signed off the week before, and his ship has accumulated an additional 100,000 cr and a bounty. Happy with the additional credits, but annoyed by the bounty, he discharges CMDR B. CMDR B is now inside a tiny "escape pod" mini-craft which has a built in fuel scoop and long-distance FSD, but no other functions whatsoever. He has the choice of manually piloting the escape pod back to the nearest station, or he can send put a distress signal and if some other ship picks him up he'll be onboard that ship and can multicrew with a new group of people. There are so many amazing possibilities but no nevermind a turret minigame is fine and it's clearly the best and only valid idea.
 
One recommendation that is actually pretty good is the guy who said 'just make the player be docked' before allowing multicrew players to join - but this kills the mechanic of being able to set your ship to 'Open' and let anyone drop in at any time, which for me as a lone wolf in Open Play is the most exciting part of the whole thing and definitely something I'll use.

Also, having the player be docked before allowing multicrew pre-supposes that you have a bunch of players already organised and in communication.

I much prefer the ad-hoc and slick way Frontier want to do it because it can be done on the fly with no faffing around and doesn't require any prior organisation. Setting up a Wing requires a bit of organisation and faff, Multicrew is a way to get some kind of multiplayer happening without any of that - the two things compliment each other nicely.


Having skimmed much of this thread I'd summarise it generally like this:
- arguments AGAINST drop in/drop out are 'immersion' and 'consistency'
- arguments FOR drop in/drop out are 'gameplay' and 'ease of use'

There is absolutely no reconciling those two, you are on one side or the other, and some folks are somewhere in the middle.



Given that much of the game errs on the side of immersion and realism at the expense of intuitive gameplay (long travel times, somewhat impenetrable BGS mechanics etc) I am absolutely convinced that the simple drop in/drop out will compliment and balance what is already there in the game.

Having a player suddenly drop into my ship during a play session, even just as a sightseer will spice up a session in the game for me immensely. Dropping into someone else's ship without having to organise/contact them/meet them in game is absolutely something I would do to spice up or finish a session in the game.

There's a whole social side to being able to drop into a ship/group - I might suddenly find something interesting happening somewhere else with online players and want to go and join them in my actual ship. There's a lot of really good social stuff that could fall out of this.

I stated this above, but to complete the "immersion" you'd have to return to the station that the player is docked at in order for the people that join your crew to depart your crew. I suppose you could give them the option of off-loading at any starport, then they could either buy a new ship, have their ship transferred (and wait, hahahaha, sweet justice), or have themselves transferred (but, we must not break immersion, they'll have to wait the same amount of time it would take to transfer the ship to them, no instant transport back to their own ship.

Furthermore, if no shipyard exists, the only option would be a transfer to the nearest starport where they have a ship docked (wait times mandatory) or find another commander willing to take them. Also, if you log out with a crew on board, they're stuck on your ship where ever you are until you log back on.

Yes, if this is also implemented, give them their immersion.
 
What about designated co-op activities? Will we have co-op missions? The game really needs a challenge for big ships controlled by a single player, not to mentions wings. Its shooting fish in a barrel already (regarding PVE), what will it be with Multicrew?
 
I get you. ;) Btw , 3D printed cmdr's with controlled by telepresence, is this a thing now ?

I think is a homage at 'Surrogates' of 2009 [big grin].
But the way it is, it is a crutch because of seamless gameplay. So lets hope you need to log out to start a new session in Multicrew.

Regards
Miklos
 
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