2.3 dev update feedback mega thread

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I gotta throw a little spanner in your multiplayer cogs - how many of those roles do you think count as full-time entertainment and how many are just a few tiny tasks?

I'll take a few tiny tasks over a turret mode, an SLF and nothing else.

At least the few tiny tasks can be expanded on later. Right now there's just nothing.
 
I think it would go a long way for FD to just say "For starters we will only have Gunner and SLF for multi-crew, but in the future we will be adding more roles", if that is indeed the case. If not.... Well that would kinda suck. I would at least hope for some kind of engineering role, thus making the SLF pilot be anyone that wants to pop out for a bit and then come back and resume their role.
 
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I see what you are saying, but you ignore the key issue.
CMDR respawning at station after ship loss can be acceptably ignored because it doesn't affect anyone else's gameplay.
CMDR spawning on another CMDR's ship and increasing its combat effectiveness affects any player engaging that ship directly and unfairly - and thus cannot be ignored.

That is why instantaneous, infinite distance multi crew meeting is a mechanic which cannot in any circumstance be supported.

And anyway - to say it is due telepresence is to invite ridicule.
Telepresence is a known and useful existing technology. But to explain lag-free intragalactic-distance avatar control, you might as well use hydrogen bonding, or the compton effect as "explanation". Far better just to come clean and say it is magic.

Depends on how you look at it. You can just assume the crew was there all along, and only now, in whatever situation you're in, you decide to call all hands to the bridge.

WHO those people are is immaterial to you as an opponent, if you're facing them down. So in game it doesn't matter if the player is across the galaxy. All that matters to anyone outside that ship is that it has a crew. Before they are brought in, you can assume they've just been cleaning toilets or repainting the halls from navy grey to miliitary grey. But then the captain sends out the alert - "All hands to bridge!" - And they come.

And, again, it makes NO difference to you as a player as to where they came from. They weren't on the bridge before. They are now. That's all that matters.


But I completely agree that to say it's telepresence is silly and way over the top. Much like my example of why cloning can't be used to explain ejection because of the numerous world/lore/story based problems it would create, galaxy wide telepresence would do much the same thing. Drew Wagar made it clear that he wouldn't be using it in any Elite based books, so that's got to tell you something.
 
Tactical; handles KWS, wing beacons, comms, synthesis reloads
Explorer; downloads extended DSS data, potential for efficient (system-tour) route plotting
Pirate; enhanced hatch breaker targetting, police/security band monitoring and/or anti target-SOS msg scrambling
Miner; refinery control, enhanced collector or prospector targetting
Trader; enables commodity stock prices information, remote access to commodity missions, interdiction evasion assist
Bounty Hunter; enhanced intediction attack, USS monitoring / pre-drop scans, receives pre-targetted wanted ship alerts from nav beacon
Canonn; direct monitoring of dangerous cargo, enhanced UA containment, hyperdction wake monitoring
Fuel Rats/Buckball/CG; reduced hyperspace countdown / fuel scooping .. reducing overall respsonse time
CZ Mercenary; civil and war alerts, may receive invitation from allied factions requiring combat fighters
CZ Navy; capital ship wake alerts.

Off the top of my head. Though that would be quite a bit for a first draft (and Commander 'Creation') I'd say?

I gotta throw a little spanner in your multiplayer cogs - how many of those roles do you think count as full-time entertainment and how many are just a few tiny tasks?

As I said before, though....
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)

Having said that... that should all be a single role. There isn't enough meat there to stretch other several players.
And if you were going to add tasks from the right panel - they should be a part of the same role. Just managing shield boosters/SCB power managment isn't enough for one player
 
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There should be some kind of navigator seat in the ship, to plan routes and such. Or, allow everyone in the ship to plan routes.

Edit: My GF wanted to fly with me in my ship and help me plan routes and stuff, and land on planets together, using SRVs from the same ship, but it seems nothing like this will happen...
 
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I have not read all the comments here, but what I can see there are two camps entrenched, one for and other against the telepresence issue. I was thinking there must be some middle ground that would be acceptable to the both camps. I'm not sure if this has been suggested before, but please hear me out.

At the moment we have telepresence in the game with the SLF with a range of 30km as the mother-ship that transmitting the signal.

So why not for multi-crew use the stations across the bubble like a network that can boost the telepresence signal of a range (let's say 300ly) from any station in any direction. This would make telepresence throughout the bubble and with a area of 300ly around the bubble. This model can be use for Colonia and any other expansion future as long there is station present.

Any commander wanting to become a telepresence crew of another ship must first dock at ANY STATION to link to the network, via “telepresence crew lounge” which could be in the station services along with the npc crew lounge that we have already.

Yes this would limit the multi-crew feature to the bubble and a area of 300ly outside or anywhere there is a station present, but as multi-crew feature is only combat oriented I can't see a problem.

This system might help to try explain the telepresence issue in the game.

I'm not sure if what I have suggested would help, but anyway it's just an idea.
:D

This post seems to have been overlooked. What's the general concensus of this idea ?

Flimley
 
This post seems to have been overlooked. What's the general concensus of this idea ?

Flimley

I don't mind it, but to be honest if you are in a fast ship you can go from one side of the Bubble to the other in 6-7 jumps or so. So if we did the having to meet up in person you are talking about 10mins of game time if that person is on the other side of the bubble which will be a very rare case. I could see that most people would only be 4-5 minutes away.

I personally like the multicrew only commander which can be used for instant multicrew, but you get no benefits and drawbacks. If you want the benefits and drawbacks you need to dock at the same station to join as a crew member, and then you get your benefits and drawbacks dependent on your average rank.
 
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Depends on how you look at it. You can just assume the crew was there all along, and only now, in whatever situation you're in, you decide to call all hands to the bridge.

--

But I completely agree that to say it's telepresence is silly and way over the top. Much like my example of why cloning can't be used to explain ejection because of the numerous world/lore/story based problems it would create, galaxy wide telepresence would do much the same thing. Drew Wagar made it clear that he wouldn't be using it in any Elite based books, so that's got to tell you something.


You can also argue everything if you assume that all those commander flying in this galaxy are just boxes with cabled brains lying somewhere in a station and are just believing to experience a whole Galaxywhile they in fact experience just a simulation.

(Just saying. Not my preference)

Regards,
Miklos
 
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...what? Tell that to a little robot named Opportunity that's driving around on Mars via telepresence. Tell that to every search-and-rescue drone operator. Tell that to Skype.

Hmm, maybe that's the answer. Add a delay to the 'telepresence' connection and delay to any commands from the CMDR manning the crew station to the ship that the crew station is located in....and delay in the video signal back to the CMDR.....to imitate the remote control time delays inherent in controlling Opportunity and other such interplanetary drones? Now that would be a real nod to realism.....TIC of course....
 

Robert Maynard

Volunteer Moderator
Except that they were initially going to argue that transferred ships were "rebuilt" at the station you were transferring to (during the instant phase)... that didn't really fly as a lore explanation for many reasons, and the argument there as well was to simply "not think about it".

Indeed - but, thankfully, that "went away" with the implementation of ship transfer,

"Don't think about it" is a valid excuse in some gameplay mechanics and we shouldn't be fighting tooth and nail to explain WHY something happens when it is necessary for gameplay but doesn't make a lick of sense in what we see on the screen:

Case in point, ejecting. People have tried to argue the fact that zero time passes from ship destruction to getting a new ship to claim that we are all clones. There is no other way to explain the time issue.

Being "dead" is not playing - so it is not surprising that Frontier chose not to introduce a mini-game to resurrection - the instant invisible escape pod is our route back to the rebuy screen and then gameplay.

Same thing with multicrew. You try to explain full VR telepresence across the galaxy in lore, you will only hurt the lore.

Indeed.

However it would seem that we have been offered an in-game lobby system that will allow us to agree to join a ship, leave our old ship (which is removed from play), join the new ship (wherever it may be), play as crew and then, when we leave, rejoin our old ship where it was - which is fairly 4th wall breaking, in my opinion, but it is what it is - an attempt to facilitate the process of joining a ship as crew.

I'm surprised that I haven't seen any requests for the same lobby / leave / play / rejoin system for CQC, yet.
 
However it would seem that we have been offered an in-game lobby system that will allow us to agree to join a ship, leave our old ship (which is removed from play), join the new ship (wherever it may be), play as crew and then, when we leave, rejoin our old ship where it was - which is fairly 4th wall breaking, in my opinion, but it is what it is - an attempt to facilitate the process of joining a ship as crew.

I'm surprised that I haven't seen any requests for the same lobby / leave / play / rejoin system for CQC, yet.
I figure there's still time for them to keep the mechanic, but dress it up better to avoid that disconnect.
 
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Screw any "consistent" explanation behind participating in gameplay with other players. You're logging into a session to play with them. You aren't travelling there, and when the session is over anyone but the helm will be right back where they started.

So: treat it like what it is, a somewhat separate game mode.

"Immersion" saved, more importantly gameplay saved, fun multiplayer. Everybody wins.
 
Screw any "consistent" explanation behind participating in gameplay with other players. You're logging into a session to play with them. You aren't travelling there, and when the session is over anyone but the helm will be right back where they started.

So: treat it like what it is, a somewhat separate game mode.

"Immersion" saved, more importantly gameplay saved, fun multiplayer. Everybody wins.

All I would say is that you (and Cmdr Mossfoot) can't necessarily wish constistency away ...

I just realised something.....
If telepresence across light years is possible for multicrew, then the 30km limit of telepresence for SLF's becomes nonsense and should be removed. :D

We actually know that crew is not a separate game mode because you access directly from your ship, not from menu, credits will be transferred to you, every chance that rep will be too. How am I suddenly allied now, with a faction who's system I'm parked a thousand lightyears from? Because 'game mode'? Where's my 'easy ED' game mode? Where's my unlimited money sandbox game mode?

What I don't understand is why anyone who says 'just ignore it' (which you're fully entitled to do) has any objection to there being a mechanic in lore (albeit temporary, even a stretch but ulitimately aiming to be vaguely plausible and not for immersion .. consistency) It makes no difference, if YOU want to call it a separate game mode, for there to be one .. BUT if the lore says 'because magic' now then why CAN'T I remote the SRV, why can't I remote two mining ships? Why can't I go over 30km in fighter?

Coming up with a lore based in high science isn't trying to be difficult .. just the opposite. You're free to ignore it or you're free to follow it, if it makes the game rules makes sense to you.

Since telepresence over thousands if light years is effectively magic anyways, anything is possible. Would be fun :)

ps. The second Commander log in is an interesting one (your employee) but as far as we know that's not going to be implemented in 2.3. Telepresence with a quantum mechanical basis would aim to work with what we're getting, but introduces (lore-technical) limits, aiming to explain why anything is not suddenly possible.
 
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So: treat it like what it is, a somewhat separate game mode.
"Immersion" saved, more importantly gameplay saved, fun multiplayer. Everybody wins.

Like CQC... you also jump in your fighter magically, despite your are parking your ASP at Sagitarius A. :)

I understand the feelings many of us had with this mechanic, but I think it's the only way this feature would be used an a regular basis.
If you have to meet up, it would feel nice, for the first three times, but then you go... nah I am good... I am just trading 10 jumps away, another time bro.
 
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Guys....

The insta-join thing has little to no impact on gameplay.

The conspicuous absence of actual, engaging roles for multicrew members to engage in is a very big deal...

Could we please focus on what matters? The feature is here whether we teleport to our location or not. Let's try to make it a functional feature that we actually use.

I think this discussion has come around in circles to the point where I don;t see any point in containing it. There's so much wrong with the Multi-crew concept they put out, that I feel that calling it multi-crew is actually a bait-and switch.

I guess I shouldn't work myself up over the Multi-crew concepts, it's not as if anyone really wanted it, and till space legs come along, it'd never be as much fun as winging up. I suspect, that FD came to the same conclusion. Put out something cheap and dirty, to tick it off the list and try make up some lost ground.

Maybe even work on adding NPC crew.
 
lets have some information on the non headline additions fdev are adding to 2.3, QOL and content updates, its almost wednesday so time for a follow up blog, thats what most of us are interested in
 

Robert Maynard

Volunteer Moderator
Maybe even work on adding NPC crew.

Arguably, the implementation of NPC Pilots for hire brought in a form of NPC crew - just not in the same way that the roles for players have been described. The NPC can fly and fight the SLF or the mother ship - managing all roles at once.

Sadly, given the feedback from the various polls on the subject (that indicate a significant majority of voters are in favour of NPC Crew over player crew), Frontier would appear not to have prioritised NPC Crew - and we're still waiting for NPC Wingmen....
 
I understand the feelings many of us had with this mechanic, but I think it's the only way this feature would be used an a regular basis.

I agree with this. I don't dislike the crew mechanic or the way you access it, though I think it is it is somewhat different from CQC, critically in the possibles for faction rep. CQC of course is a separated game mode (access from menu) which Crew (and I understand the reasons for it) isn't. Doesn't mean you shouldn't have crew working like this but my opinion is you should have some kind of explanation or some of the limitations you have, in other areas of the game, can start to unravel.

I think interesting if we could crew remotely OR meet up physically.

At the moment there's only one crew seat on the ship? Gunner and only the ship owner can take helm. So, if you're parked 1000Ly away and you access crew 'by game mode' you might be limited to the gunner (or other) role .. but if you met in person, by docking at same station, you might be able to switch roles eg. to science, navigation, maintenance even take the helm because you're physically there. By remote, you get a crew experience immediately, have fun with your friends, but by comparison it's a bit more limited because physically you're 1000Ly away? There'd be a tangible benefit to making the journey to meet at a station first.
 
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60% time i post something, moderator delete my post. I wonder. Is it me, or is it forum so.. salty.

I was just trying to say that FD nothing to worried about. And no one can force their development of elite. They even managed to make http://www.morningstar.co.uk/uk/new...s-movie-licence-for-third-game-franchise.aspx.

We will not see anything that could force FD for develepment of elite for about next 2 years at best and 3 at worst. So just remember this.

Now they are capturing PS4 market also. I don't think that anyone even have a chances after this. We have to deal with it. FD will make development of elite as long as they can. No one can force them to actually work on ED hard way. They are a kings on this market.

We have to cry and yell as hard as we can to get some content, rebalance or whatever else. That is the only way. Admit it.
 
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