Games like Guns of Icarus Online show us, that cooperative multi-crew can be great fun.
But an Anaconda e.g. shouldn't have just one Gunner. If there aren't enough players, then the AI should fire unmanned guns.
That way the gunners have to be in constant communication with the pilot and there is true coop-gameplay on the ship.
If we look at what the gunner does in ED based on what we have seen, it is actually a very boring job. Point at target and keep fire button(s) of choice pressed.
From time to time asking the pilot to steer a bit more left or right or whatever. That'll get old very quickly.
The second problem I have is the instant teleport to someone's ship. That's just catering to the impatient unable to plan. And the instance finder.
It's really not what I'm looking for in a space sim. It's what I'm looking for when I'm playing World of Warships, Warframe, etc...
That's the kind of fun I'm looking for when I play those games. But when I play Elite Dangerous, I find fun in being in a SciFi-Space Sim.
Where I can't just "hop into a round" because my character is 2000 LYs away.
In any case, that's my opinion. I know I'm not the only one feeling that way. And I think the lack of interest in CQB should show Frontier, that their game perhaps doesn't cater that much to the... "quick round" crowd.
btw, just as a side remark:
The times have changed, demographics show that gamers these days are not geeky teens, but evenly distributed to age up to 55 by now. Adults have less time to play and less time to post on forums. Younger people have more time, but less money to spend.
And I'm not saying that all the youngsters want quick rounds and all the adults want 'realism'. I'm saying in that vast group of possible players, you could go either way and find a fan base. But if you mix it up too much, you'll annoy both.
Just my two Euro cents. I could be totally wrong.
