Why mutlicrew should not give two extra pips.

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)

I think you damaged your brain cells when foreheading your desk like that. Please be careful.
The points:
1 ship with 2 crew should not in any circumstances be as effective as 2 of the same ships with 1 crew each.
People will use MC a bit because unlike wings they can join instantly from anywhere, which is a huge and unfair unbalancing of gameplay.

Is it really so hard to understand how ludicrous the extra pipis are?
 
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Why? is it really that hard to see the two extra pips will wreck the balance of the game?

Is it really that hard to see they don't? If there are two people in a ship that ship should be as strong as 2 of those ships. Why? Because otherwise there would be no point in multi-crew since we have wings. Do you even know what video game balance means?
 
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Is it really that hard to see they don't? If there are two people in a ship that ship should be as strong as 2 of those ships. Why? Because otherwise there would be no point in multi-crew since we have wings. Do you even know what video game balance means?

It deffinately means not putting out rediculous game breaking buffs or nerfs.
 
Is it really that hard to see they don't? If there are two people in a ship that ship should be as strong as 2 of those ships. Why? Because otherwise there would be no point in multi-crew since we have wings. Do you even know what video game balance means?

You can't be serious with that nonsensical statement. Can you?

Suggesting that there's "no point in multi-crew" unless a multi-crew ship is magically twice as strong as a single-crew ship is utter nonsense. There are so many other reasons that players will want multicrew gameplay that go beyond the terrible idea of magically doubling a ship's combat power just because another crew member is sitting in a chair.

There are so many things wrong with that idea that you are either trolling or have absolutely no idea what game balance is.
 
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Pretty funny stuff

Doesn't matter to me what they do.

Extra pips for each crew member? No problem, I'll just buy as many accounts as I need to multi-crew my primary account for the extra pips. I have enough computers to run the extra accounts and crew them up for the extra pips.

One can always adapt.
 
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.

Agree and it would be usefull in ALL the ships instead of selected ones.
 
What you just described is kinda what pips actually do already, so it's just having someone do that full time?

Of course, with a proper UI showing every single system on the ship so he can change how to distribute all the energy through the ship. Overloading systems to earn some advantage boost with damage risk, also it should have the capability to repair systems.
Reinforcing side shields, small ships with 2 side shields and bigger ships with 4.
It could have a shield scanner to scan the enemy shields and get a frequency weaknes so he could calibrate the weapons (lasers) of ownship to do more damage against the target ship.

Oh the possibilities, people don't have any imagination.
 
No, they wont. If you have a ship full of players, it equals a wing full of players since there is no possibility of winging up while crewed. One MC ship should be able to take on a wing of 4 - THAT's why they have the extra pips. Sure, a Cutter's shield will be around 12k, but that's 4 targets shooting at one single ship. 4x cutters' shields are much higher all added up.

Furthermore, if you want to throw in an immersion factor, just imagine that the extra stations allow more routing of power through the individual consoles. Maybe the ship CAN utilize more power, but the HELM is restricting it.

Tl;dr if you get killed "unfairly" by a corvette with a full crew and more pips, you would have died against a wing of 4 corvettes anyways.
 
Of course, with a proper UI showing every single system on the ship so he can change how to distribute all the energy through the ship. Overloading systems to earn some advantage boost with damage risk, also it should have the capability to repair systems.
Reinforcing side shields, small ships with 2 side shields and bigger ships with 4.
It could have a shield scanner to scan the enemy shields and get a frequency weaknes so he could calibrate the weapons (lasers) of ownship to do more damage against the target ship.

Oh the possibilities, people don't have any imagination.

This!

And

"redirect power to engine boost speed/turning speed/maximum speed/etc. Shields could be something like replenishing time/maximum hit points/damage reduction, etc.

So many great ideas here. Of course taking more effort to implement, but this would add so much more depth to the game.

For me Elite has been -since 1984- about making myself believe that I am piloting a spaceship. I have always been making up stories in my head and filling in the gaps in the game with stuff that's not acutally there.

When you have someone else on board though, you need the game to facilitate playing together.

And the engineer particularly could help with all playstyles. Exploration too: micro-managing power to either decrease scanning time, speed up fuel scooping, increase detailed scanner range, increase fsd range slightly... and the engineer could plot the route while the pilot is refueling.

Adding a pip is just the fastest, cheapest way of adding some engineer function. But I do not think it will make it through beta with all the valid points that have already been made.

Also I am very worried about the gunner view in VR, but that's for another post.
 
No, they wont. If you have a ship full of players, it equals a wing full of players since there is no possibility of winging up while crewed. One MC ship should be able to take on a wing of 4 - THAT's why they have the extra pips. Sure, a Cutter's shield will be around 12k, but that's 4 targets shooting at one single ship. 4x cutters' shields are much higher all added up.

Furthermore, if you want to throw in an immersion factor, just imagine that the extra stations allow more routing of power through the individual consoles. Maybe the ship CAN utilize more power, but the HELM is restricting it.

Tl;dr if you get killed "unfairly" by a corvette with a full crew and more pips, you would have died against a wing of 4 corvettes anyways.

two extra pips does not make it as powerful as 4 corvettes, that math is absurdly wrong. it makes the ship about 33% more powerful from its origonal power management. by this logic a fully multicrewed ship is weaker than a full wing but stronger than a ship with the same exact stats as it that is uncrewed. What im saying is it should not be this way, having two crew members should not give two pips and it also should not prevent a ship from entering a wing. having another person on board doesnt make the ship magicaly preform better, not 33% better and definitely not 400% better. There is no real reason that a crewed ship should not be able to enter a wing other than that frontier hasn't designed a system to allow multi crewed ships to enter wings yet.

Frontier should be designing a system that allows multicrewed ships to be in wings though and scrap this stupid 2 extra pips idea. A ship is a ship regardless of how many people you have on it.
 
two extra pips does not make it as powerful as 4 corvettes, that math is absurdly wrong. it makes the ship about 33% more powerful from its origonal power management. by this logic a fully multicrewed ship is weaker than a full wing but stronger than a ship with the same exact stats as it that is uncrewed. What im saying is it should not be this way, having two crew members should not give two pips and it also should not prevent a ship from entering a wing. having another person on board doesnt make the ship magicaly preform better, not 33% better and definitely not 400% better. There is no real reason that a crewed ship should not be able to enter a wing other than that frontier hasn't designed a system to allow multi crewed ships to enter wings yet.

Frontier should be designing a system that allows multicrewed ships to be in wings though and scrap this stupid 2 extra pips idea. A ship is a ship regardless of how many people you have on it.

Didn't they say it isn't supposed to be competetive, just fun to kick about with your friends in a ship? On a different note I'm fairly sure that any craft or vehicle which is designed to be operated by more than one person will perform markedly better with more than one person operating it. Even simple things like Rally cars need 2 to tango properly :)
 

Ripbudd

Banned
Can't we just get some fun and people should just shut up about it. We get boost we get credits, all in good fun. What else should we possibly do? What would be point of multicrew if bringing your own ship would be always better.
 
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Can't we just get some fun and people should just shut up about it. We get boost we get credits, all in good fun. What else should we possibly do? What would be point of multicrew if bringing your own ship would be always better.
So credits are fun, and efficiency is fun?
 
I do not believe that multicrew should magically give a ship two extra pips. for various reasons.

1. If you have two ships that have the exact same specs, same ship, same modules, same everything. they should always be mirror copies of each other and if pitted against each other it should be an even fight.

Communication and 'using modules or equipment right' will, on it's own, never make up for the firepower and advantage of simply bringing two identical ships instead.

For there to be a point in having 2 players in the same ship that ship with 2 players in it needs to be just as good as bringing 2 separate ships... otherwise there is no reason to do anything other than just bring separate ships.

As far as PvP goes if you are afraid of attacking a ship on your own and unbeknownst to you that ship had 3 players in it and you are now at a severe disadvantage... then perhaps you should invite a friend to either fly in a wing with you, or join your ship as multi-crew, to even the odds.

If two players in same ship are NOT as good as just being in two separate ships then there is ZERO reason to ever do multicrew.

Zero.

Frontier has stated since they first mentioned multi-crew that a multicrewed ship with 2 players in it would be just as strong as bringing 2 separate ships.

Saying communication should be the decisive advantage of multi-crew is rather silly though... because there is nothing stopping a pair of ships in a Wing to also... you know... communicate together. So that is a poor argument against the multi-crew ships being stronger.
 
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