It will work just fine, there are many examples of it working, just back off a bit in the this thread and read.
You want efficient DPS. A crewmember hopping from turret to turret cant deliver that
Last edited:
It will work just fine, there are many examples of it working, just back off a bit in the this thread and read.
All of which laugh down at Elite in terms of realism. Yes, even Battlefield. All of which model to various degrees of simulation or arcadyness actually existing crafts without a central gunner control? Or is there a fantasy spaceship game hidden in the "many more"? If it's Star Citizen, then that's rather hard to compare, as they essentially go for WW2 grade turret control by the looks of it. One person per turret, only direct turret control. If they can eventually get enough people in an instance to man their spaceships, that is.
Yes, that was pretty awfully arcadey.
Why Fdev you didnt make it like SRV turret...?
You want efficient DPS. A crewmember hopping from turret to turret cant deliver that
If you listened to FDev's design intent for multi-crew, it is about players coming together and having FUN.
Whatever augmented reality systems exist or may come to exist it doesn't matter. Using a 3rd person view to control turrets just isn't in keeping with the marketing of the game, those it was marketed to or the spirit of the game.
What else can a gunner role essentially be other than simply point an aiming reticule in a particular direction and pressing fire?!?! [weird]
The gunner's only interaction with the game in his multi-crew role is to shoot. He has no control over the ship and so creating needless restrictions on his perspective and vision by have FP turret cameras that he has to swap through, sounds like a ridiculous, clunky and unwieldy solution.
If you listened to FDev's design intent for multi-crew, it is about players coming together and having FUN. The gunner role is already limited enough, without the frankly quite silly and unworkable solutions you suggest. Rendering the gunner role with a camera perspective that would means he's able to see even less of the action than the helmsman is a terrible terrible idea.
Please, no offense, but don't ever get into game's design.
Actually, he's not wrong. He is literally outside the ship. He's on his ship, telepresanced into the ship, with a view of the outside of the ship that he's not actually on.
Depends how you do it, of course you can make it work.
Then where is the content to make this fun? They didn't make any did they, or even try to make MC missions or work existing missions into MC. Essentially all you can do is go to RES and Combat Zones with it. Activities you would likely fair better at with 2 or 3 seperate ships in a Wing anyhows.
So now players can come together quickly (sounds wrong but some up MC quite well..) to do - well not much at all. YAY!!! Oh and they'll write off any game integrity in the process of giving you next to nothing. Fantastic.
No offence, but what other games do you play, where you have a multi crew option? just so we have some background reference?
Asking for a first-person camera perspective mounted on the individual turrets that the gunner has to scroll through, all the while trying to target fast moving enemy craft at a huge range of distances, with a rather limited control interface (i.e. mouse/HOTAS/controller), is something else entirely.
Please quote the marketing that says "we will never, ever add external camera" or "that's not in the spirit of Elite's universe".
here's a hint: It doesn't exist. That's you projecting what you think the game should be into it. The devs show something else. But now it's no longer the devs forming the game, but you determining that the devs have strayed from the path?
Stop whining for features to be removed you personally dislike. You are not everybody. We'll (3-4 firends I brought into the game) be using the multicrew for PvE a whole lot and have payed the same amount for the game. Why shouldn't we have sensible turret control?
Not when you compare it to the performance of the ship computer handling turrets.
It's one thing to accept a player can jump from turret to turret it's another to expect it to provide any boost over solo play control other than chaff immunity.
Latency, time needed to re-orient, reaction speed and limited FOV would cripple a human's ability to lay on DPS
Hey, I'm not even arguing against anything you said. This update seems to only provide the multi-crew mechanics, and I totally agree that it is in desperate need of content tailored around those mechanics. So we def, don't disagree there. My only issue is with those who want the existing mechanics completely unnecessarily hobbled because of "immersion" or other such nonesense.
Asking for the gunner camera to have a physical drone model in the game that other players can see, is a fair suggestion.
Asking for a first-person camera perspective mounted on the individual turrets that the gunner has to scroll through, all the while trying to target fast moving enemy craft at a huge range of distances, with a rather limited control interface (i.e. mouse/HOTAS/controller), is something else entirely.
I'm not really sure how that's even relevant...[weird] What does it matter what other multi-crew game do? Other multi-crew games aren't ED with ED combat and flight mechanics, ships, turret weapon placements etc... so it's useless to look at other games because there's no guarantee that those systems would even work the same way in ED.
No offense to you or the other poster, but you need only exercise a little critical thinking to understand the reasons why a close up first-person camera on individual turrets on ED ships won't work at all. The reasons are legion.
Arma, DCS +more proves you wrong.
In Arma I can shift amount positions fast and without any problems regarding latency, and the FOV is very limited in some cases.
If you get into some of the new drones, you can managed, arial and ground moving drones, including stationary auto gun positions, so no.
That all include jumping from the different positions in the selected drone.
This was a wrong move from FD, just like CQC it will not be use a whole lot if we look back in 9 -12 month.
Your true motiviation then is actually just fear of getting your behind round-house kicked by better PvP players than you? That's why Frontier should preemptively gimp any game features that might bring anything for combat players?
Armas system is useless for tumbling space combat happening at possibly over 1km/s relative. It's great for slow fixed atmospherics stuff though, hoewever that is not the context here. You want to try to use that to shoot a modded DBS tumbling around your ship with fa off when it's going at 530m/s and you are going at 500m/s in a totally differnt direction and also rotating.
Not even a sniff.
Your true motiviation then is actually just fear of getting your behind round-house kicked by better PvP players than you? That's why Frontier should preemptively gimp any game features that might bring anything for combat players?
What are you actually afraid of there? Three players being huddled in a single ship with expanded turret and missile capabilities that sacrifice the higher dps output of fixed or gimballed weapons? While they could do a whole lot more of backside-kicking with three separate ships, non-turreted and therefore decidedly more dps heavy weapon outfit (while still sporting AI SLF)?
You know full well that it's perfectly possible to spit in the gunners' soup even as of now: Target the guns. But because people around here seem mortally afraid of combat ships getting interesting stuff, we need to clamour for all the zero sum rubbish, do we? "Yeah, ok you can have that. But gimp it so hard that they won't actually want to use it."
Speed is not relevant, how you're oriented is not relevant, I get it you like it, I don't. I call it a wrong move just like CQC lets see how it goes, because this discussion leads to nowhere.
Dreadnought/ fractured Space gameplay in ED, here we go, Yeeehar every body.
- - - Updated - - -
FDEV actually gimped the AI to obliteration due to the outcry of the many "it's too hard" players, I guess they now rule the UniverseSOLO here I come....
I honestly don't think it is. Missiles lock on, laser fire is fast, and a crew working together would have the turret operator in position and ready to fire at incoming hostiles. It also is in keeping with the base game and its original objectives - ie. providing a first person space game.
Armas system is useless for tumbling space combat happening at possibly over 1km/s relative. It's great for slow fixed atmospherics stuff though, hoewever that is not the context here. You want to try to use that to shoot a modded DBS tumbling around your ship with fa off when it's going at 530m/s and you are going at 500m/s in a totally differnt direction and also rotating.