Hardly, this thread reads like a cheap sci-fi fan fiction. Hundreds of posts describing the fictional science behind how a someone can jump aboard their friends ship from anywhere with no waiting. The "white knights" in this case are trying to say it doesn't matter how we get there. Because it's a game and we're just hoping one of the slowest moving modern titles finds a way to be more fun. It's the folks who insist on a scientific reason, and baring that, adding enough conditions to the feature that nobody will ever use it, that keep derailing this thread.
I want multicrew to succeed. Really. I don't expect it to but I want it to. Even with this implementation, I think that controlling your own ship and being your own master will - overall - be a more enjoyable experience.
But - I do not think this is a good implementation.
I do not like the idea that multicrew adds extra pips. That's an attempt to make multicrew more enjoyable and worth using in place of a Wing.
I do not like the "Cap it at three players". That means if I have a Wing, only two can join me. We'll need the fourth on his ship. So why not keep the Wing?
I am not a fan of the Intstacrew concept. It undermines explorations, undermines various challenges and feats within the game, doesn't make sense and breaks the suspension of disbelief factor.
I do not like the way system is setup. If I don't have turrets or fighters on my ship, then multicrew is useless.
I do not like the way the players have the option of wiping their record clean. That's just crying out for griefing.
I do not like the way rewards are duplicated instead of shared.
I do not like the way the focus is on combat and nothing but combat.
I do not like having control taken away from the CMDR and passed to someone else, even if they are just turrets and missiles.
And so on.
Sure - the drop in drop out aspect is going to be good for some players. But if all you want to do is cater to drop-ins and drop-outs, why not simply make a big push with CQC? Integrate it into the game by giving each system it's own arena and add a join option from the station menu. Add NPC opponents, meaningful prizes, and some more game types. Maybe even a yearly tournament setup. Given the combat orientated focus of the current Multicrew system, you'd be looking at the same basic setup.
Will Instacrew add value to the game? No...I can't say that it will. I can be off exploring and then, if I want some combat, I can just teleport back, pewpewpew and then teleport back. I can be in the bubble and then decide I want to see Beagle point. I can join a crew and earn credits simply by doing nothing so why should I trade or do missions? If I'm in combat and need help, I can just contact a friend who'll be able to provide an instant buff for a couple of minutes. I can join the crews of several ships and have each one configured for the task I want to do...I want to blast things, I join the combat ship. I want to explore? I join the explorer. And so on.
So - just who exactly is Instajoin going to benefit? Friends who are already in a Wing? Who already have four ships working together? Who already work to a schedule where they meet up and work together? Or the casuals who want to join up, blast a few things and wipe their records clean at the end of the night?
Multicrew is important for what the underlying technology will allow in the future., it is worth adding. But it isn't adding enough to be a success, and what it does seem to be adding is going to impact negatively on a good many aspects of the game. Even if it were to come in, 2.3 is not the time to add Instacrew. It's always harder to nerf things later on, to take stuff away and by then the damage will be done.
The tightest way to add Multicrew would be to have all three members docked at the same station. Frontier can judge later on if this requirement would need to be relaxed, after it has seen the effect on the rets of the game.