I believe you will find that Missiles and Torpedoes are 360 degree lock when using the 3rd person camera view. Quite an advantage there in itself.
I think the argument is it would be less fun.
Fighting against the pilot to stay on target will add frustration to the experience, Frontier have bypassed this issue by decoupling ship movement.
Hehe multicrew packhound assassin ships. Don't even need to turn to face!
You wouldn't necessarily be fighting against the pilot in either alternative, turret stabilization is a thing.
Yes, that was pretty awfully arcadey.
Why Fdev you didnt make it like SRV turret...?
Ok, got your attention.
There are several parts I do like about multicrew, but I think I should adress
what bothers me about it at the first glance:
Its clear that FD takes the route here to an Arcade sort of gameplay which breaks
a lot rules of the ed universe, and one of them is that cam view.
I am not against the 360 view, what bothers me is that its not immersive in
the sense of being physically possible in any way. If FD would have
made it more schematic, so that the ship itself is a rendered wireframe and the spacebackground is replaced with something else, I would be able to believe
I have some sort of tactical view which is rendered by the ships computer.
But having like a "real" 360 degree cam which is not even existant (or can you shoot it down?) is by all means totally destroying any immersion (for me)
Sure, many of you will like it, but I had hoped FD would somehow maintain
some consistent ingame rules with their features.
I bought this game as a first person space game - The slippery slope started with the SRV turret, this however is a whole new level of tripe. Not what I paid for at all. To me the "Seasons" content seems to be more an exercise in ticking boxes in the quickest, cheapest way possible than the addition of quality features which compliment the first person - pilot a ship - focus of the base game. I feel completely let down by this, it was a feature I had looked forward to but the SRV kinda gave me a hint as level of quality (or lack there of) to expect (I'm still not sure how that slipped by with very little complaints about the 3rd person camera). Although I hoped to be wrong when it came to multicrew turrets.
To me, the use of the third person cameras in this way is just cheap. You can defend it by saying that it makes more sense like this or its for game play reasons, but I have flown in games multicrewed by buddies using first person turrets countless times. It makes for great cooperative game play, with the pilot calling out to his crew which side of the craft the target is approaching, switching turrets to get those shots in. Everyone on board spotting even. One such title is 15 years old... The same third person approach was used for the SRV turret, for no "Flight Model" reason at all - there is only one reason I can think of, it was quicker and easier than creating what people expected but delivered the content - kinda.
I'll likely play multicrew in a launchable fighter role with a friend or two, just taking in the veiw from their cockpit while not in combat. I won't however be touching that third person camera gunner mode for any amount of bounty reward.
I think the argument is it would be less fun.
Fighting against the pilot to stay on target will add frustration to the experience, Frontier have bypassed this issue by decoupling ship movement.
nor are their little UI arrows that point you to your currently selected target.!
So we agree that you can play the game how you want to, and I'll be shooting things with the turret as the captain of the ship yells "Don't get cocky, kid!" And how I play will not affect how you play. And how you play will not affect how I play.
I'm glad we can play our different styles and still have fun!
My guess is that this was a deliberate design choice - and not just for showing off the external details of a ship.
Firstly, I remember playing Ascendancy, I think it was? Basically, you could be crew on a ship and be a gunner - but the really annoying thing was that whenever the pilot manouevred, it would throw off your aim. Now there are solutions to this that keep it first person - you could have a 'turret cam' that moves independently of the pilot's manouevres. However, this solution gets complicated when the gunner is controlling multiple turrets with limited traverses on both sides of a ship. It's not insoluble - you can have the camera switch to the underside of the ship when the gunner looks 'down', and some kind of UI that tells them which guns can traverse onto the target and which can't. Making the ship transparent during the transitions could be done.
But I think it was a deliberate choice to bring the view of the gunner back, and not only show the ship itself, but also give more peripheral awareness. This gives certain advantages:
1. If you can see the ship you're on and it's current attitude in relation to the target, you intuitively know which turrets can fire and which can't - and more than that, you can see how the pilot is manouevring and see which turrets are about to lose traverse as well. This seems to me to actually be the simplest and easiest way of conveying this information to the gunner, as well as making the transition of view from one side of the ship to the other seamless.
2. It always struck me as a deliberate design choice that there is no rear camera for the pilot, nor are their little UI arrows that point you to your currently selected target. This not only gives ships a blindspot behind them (which enhances combat as its a vulnerability to manoeuvre for), it also incentivised learning to read your scope and operate the range to keep a greater awareness of the things around you... and even when you do use your scope, there is still that sense of nervousness when someone gets behind you, as it's very hard to work out their attitude relative to you or their manouevring just from their target hologram. Giving the gunner both the UI arrows and the greater peripheral awareness seems to bring this full circle - and put together this incentivises exactly the kind of thing that ought to happen in Multi-crew - the gunner can now be on the look-out for threats, can warn what type of ships are approaching from behind, tell the captain what the target is doing ("Wait, he's boosting! He's messed up! Get your nose around now!"). In other words, it encourages co-operation and shouting at each other, which is really what Multi-crew should be about, heheh.
So basically, I don't think it was a choice to make it 'arcadey', but that the gunner having much better awareness and UI tools to keep track of the things around the ship is meant to complement the captain's limited views, which themselves were deliberate design choices. On top of this, I think the gunner not getting a scope is equally part of this design choice - because that means while the gunner has great awareness of the things they're looking at with their admittedly wide angle view... they still also have a blind spot behind them, which in some ways is worse than the captain's!