Why mutlicrew should not give two extra pips.

Your two suggestions don't buff the ship. Neither shield management or active repair (neither things we heard about) compete with wings. Come back when you can take your own suggestion seriously.

why should having extra people on the ship buff it? Biology and technology dont interact that way (unless maybe your a thargoid), the only advantage of having a crew should be strategic. it sounds like you just want to be able to make the ship immediately more over powered by doing something easy.
 
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Your two suggestions don't buff the ship. Neither shield management or active repair (neither things we heard about) compete with wings. Come back when you can take your own suggestion seriously.

What?

How would a single bonus PIP make up for the lack of a second ship? Crewmates will NEVER replace wingmen in terms of raw effectiveness. I'm sorry, but the idea that they will is a stupid bloody pipe dream.
 
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Definately something to see in beta I think OP.

Will the extra pips offset peoples natural ability to disagree and fail to work together?

Simon
 
why should having extra people on the ship buff it? Biology and technology dont interact that way (unless maybe your a thargoid), the only advantage of having a crew should be strategic. it sounds like you just want to be able to make the ship immediately more over powered by doing something easy.

Jesus man... We have come full circle. Here read this again "My forehead hurts from hitting it on my desk so much. The people in this forum... OP, if the ships weren't better when you had more people in them NO ONE WOULD USE MULTI-CREW OVER WINGS. Besides it makes logical sense. Go man a warship all by yourself and then tell me you do just as good against warships manned by a crew."

Instead of replying please just refer to what I said afterwards the last time. It will answer to your protest.
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What?

How would a single bonus PIP make up for the lack of a second ship? Crewmates will NEVER replace wingmen in terms of raw effectiveness. I'm sorry, but the idea that they will is a stupid bloody pipe dream.

It doesn't, that's why multi-crew features more than just added pips. Together all multi-crew features will make 2 players on one ship as effective as two ships. This was literally the first thing we learned about multi-crew. Do you people actually think about what you type before typing it?
 
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Definately something to see in beta I think OP.

Will the extra pips offset peoples natural ability to disagree and fail to work together?

Simon

I see where you are coming from, and I respect it. But I don't think extra pips is the way to go in getting the crew to cooperate effectively. As an Anaconda pilot myself, I usually keep 4 pips in weapons and 2 in shields (2/0/4) however I adjust them respectively depending on the situation. Usually if I'm not taking alot of fire and I'm chasing a ship I will use 0/2/4 or 0/4/2 depending on the situation. If I am using an SCB or am bracing for a ram, I will use 4/0/2, and if i am running I will use either 3/3/0 or 3/4/0.

My point being, most experienced players have some sort of idea of how to use pips at what time and what situation. If the crew is decently experienced, I don't see pip management being too much of a problem with only 6 pips.

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Jesus man... We have come full circle. Here read this again "My forehead hurts from hitting it on my desk so much. The people in this forum... OP, if the ships weren't better when you had more people in them NO ONE WOULD USE MULTI-CREW OVER WINGS. Besides it makes logical sense. Go man a warship all by yourself and then tell me you do just as good against warships manned by a crew."

Instead of replying again just refer to what I said afterwards the last time.

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It doesn't, that's why multi-crew features more than just added pips. Together all multi-crew features will make 2 players on one ship as effective as two ships. This was literally the first thing we learned about multi-crew. Do you people actually think about what you type before typing it?

you obviously didnt read my OP even after i read it. I said that multicrew SHOULD NOT prevent a ship from entering a wing there is NO REASON that having crew means that you cant enter a wing. with that in mind there is even less of a reason to give a ship 2 additional pips. and the more I read your post the more it feels like all you want is the ability to make a single ship more powerful with minimum effort.
 
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I see where you are coming from, and I respect it. But I don't think extra pips is the way to go in getting the crew to cooperate effectively. As an Anaconda pilot myself, I usually keep 4 pips in weapons and 2 in shields (2/0/4) however I adjust them respectively depending on the situation. Usually if I'm not taking alot of fire and I'm chasing a ship I will use 0/2/4 or 0/4/2 depending on the situation. If I am using an SCB or am bracing for a ram, I will use 4/0/2, and if i am running I will use either 3/3/0 or 3/4/0.

My point being, most experienced players have some sort of idea of how to use pips at what time and what situation. If the crew is decently experienced, I don't see pip management being too much of a problem with only 6 pips.

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you obviously didnt read my OP even after i read it. I said that multicrew SHOULD NOT prevent a ship from entering a wing there is NO REASON that having crew means that you cant enter a wing. with that in mind there is even less of a reason to give a ship 2 additional pips. and the more I read your post the more it feels like all you want is the ability to make a single ship more powerful with minimum effort.

Except human nature. Why use multi-crew when wings are always better? It would be a feature no one ever uses. I was assuming a basic level of thinking deeper about things when I wrote my original comment. Clearly I should have explained further. Oh and by "a basic level of thinking deeper about things" I mean considering a number potential outcomes when taking into account a given action. (The given action being: making multi-crew not as powerful as wings)
 
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Except human nature. Why use multi-crew when wings are always better? It would be a feature no one ever uses. I was assuming a basic level of thinking deeper about things when I wrote my original comment. Clearly I should have explained further.

because you still get extra credits distributed amongst the crew as well as other benefits (I still think pips should not be one of them), and if a multicrew ship can still enter a wing then you have multicrew wings.
 
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From what I saw in the livestream it seems as though there is only ONE extra pip, which is controlled by the gunner. I don't think the fighterCon gets anything. (Honestly the fighterCon seems like a pretty pointless role but hey whatever).
 
I just presumed the extra pips are the "Scotty" effect.
Scotty "I'm givvin' it all I can, Cap'n!"
JTK "We need more power man!"
Scotty "I'll see what I can do, cap'n"

press arrow key -> "Im struggling to keep the energy overload!!"

Sure, great gameplay, An engineer with proper mechanics would have been much better and usefull in ANY ship of ANY size instead of a turreted and/or fighter bay capable ship.

All for the sake of simplicity.
 
There isn't really enough power to have SYS ENG and WEP going at the same time. A normal pilot can only focus on 1 at time, but if two people have to share 6 pips, then they'll be fighting over how to allocate them, with the gunner sitting around with 0 PIPs and a drained capacitor because the pilot went on Defense.

They HAD to give the ship extra pips. And even with those 2 extra pips, the ship will still be at a MASSIVE DISADVANTAGE compared to a 4 wing.

just think about for a second. It would be:

Multicrew:

4-0-4

vs

Wing:

4-0-(2+4+4+4)
aka
4-0-14


They could add TWO PIPS PER PILOT and the multicrew would still get slaughtered.
 
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I think it would be better if instead of adding a pip, an "engineer" crew member could simply add more fine tuning to pips. Like, instead of just having "more pips to engines", the crew member could chose to redirect power to engine boost speed/turning speed/maximum speed/etc. Shields could be something like replenishing time/maximum hit points/damage reduction, etc.

That way the crewmember would basically have a full-time job at micro-managing every system by rerouting power in each individual systems in order to give the ship a better efficiency, without adding any magical power that doesn't make any sense.
 
There isn't really enough power to have SYS ENG and WEP going at the same time. A normal pilot can only focus on 1 at time, but if two people have to share 6 pips, then they'll be fighting over how to allocate them, with the gunner sitting around with 0 PIPs and a drained capacitor because the pilot went on Defense.

They HAD to give the ship extra pips. And even with those 2 extra pips, the ship will still be at a MASSIVE DISADVANTAGE compared to a 4 wing.

just think about for a second. It would be:

Multicrew:

4-0-4

vs

Wing:

4-0-(2+4+4+4)
aka
4-0-14


They could add TWO PIPS PER PILOT and the multicrew would still get slaughtered.

I think multicrew should still be able to enter wing but there shouldn't be 2 extra pips at all
 
and if a multicrew ship can still enter a wing then you have multicrew wings.

Unless something changed recently I do not believe this to be the case - When you enter MC you're effectively entering a wing. Your ship (of 4) will become a singular entity that can't further wing up with more players.

EDIT:
Whilst I appreciate that being able to wing up & MC (so 16 players 4x4) might be desirable and your wish I do not believe FD implemented MC that way.
 
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I think it would be better if instead of adding a pip, an "engineer" crew member could simply add more fine tuning to pips. Like, instead of just having "more pips to engines", the crew member could chose to redirect power to engine boost speed/turning speed/maximum speed/etc. Shields could be something like replenishing time/maximum hit points/damage reduction, etc.

That way the crewmember would basically have a full-time job at micro-managing every system by rerouting power in each individual systems in order to give the ship a better efficiency, without adding any magical power that doesn't make any sense.

I agree, there should be a way to switch up the distributor's capabilities in a more hands on way... say transfer the total recharge rate from the engine capacitor to the SYS and WEP capacitor making the pips have higher values.
 
I think it would be better if instead of adding a pip, an "engineer" crew member could simply add more fine tuning to pips. Like, instead of just having "more pips to engines", the crew member could chose to redirect power to engine boost speed/turning speed/maximum speed/etc. Shields could be something like replenishing time/maximum hit points/damage reduction, etc.

That way the crewmember would basically have a full-time job at micro-managing every system by rerouting power in each individual systems in order to give the ship a better efficiency, without adding any magical power that doesn't make any sense.

What you just described is kinda what pips actually do already, so it's just having someone do that full time?
 
What you just described is kinda what pips actually do already, so it's just having someone do that full time?

Yes but not in the way hes trying to say. what he is trying to say is that an engineer can swap around the physical couplers on the power distributor and change the maximum recharge rate for other capacitors by sacrificing the maximum recharge rate on another. for example, the engineer could "Decouple" half the lines from the engine capacitor and plug them into the weapon capacitor, If the Engine's recharge rate is 6MJ/s maximum then they just gave the weapon power distributor an extra 3MJ/s maximum recharge rate. So then the engine capacitor's maximum recharge rate would be 3MJ/s with 4 pips.
 
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Yes but not in the way hes trying to say. what he is trying to say is that an engineer can swap around the physical couplers on the power distributor and change the maximum recharge rate for other capacitors by sacrificing the maximum recharge rate on another. for example, the engineer could "Decouple" half the lines from the engine capacitor and plug them into the weapon capacitor, If the Engine's recharge rate is 6MJ/s maximum then they just gave the weapon power distributor an extra 3MJ/s maximum recharge rate. So then the engine capacitor's maximum recharge rate would be 3MJ/s

Except that's what a power distributor essentially does. All this adds to that is taking a simple UI element and trying to build a mechanic to make it a full time job. The only real difference is that you're asking for the ability to break distributor limits on top of that.
 
Except that's what a power distributor essentially does. All this adds to that is taking a simple UI element and trying to build a mechanic to make it a full time job. The only real difference is that you're asking for the ability to break distributor limits on top of that.

If by "break the distributor limits" you mean the ability to get more power beyond what the capacitor would normaly do with 4 pips by sacraficing the maximum preformance of other capacitors, then yes. Its just a rough idea of what an engineer might be able to do on a ship. There are likely other roles that could be maintained by an engineer such as repairs or minor, temporary, tweaks to specific modules.
 
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