Possible direction for season 3.0

I've only played a few hours of Multi player beta and I'm very impressed. Technically the possibilities are endless.

I will be honest and say I'm a massive fan of Star Trek... ok from what I've seen the majority of players love the option of Multiplay but it's very limited in scope, this needs to be expanded.

so I believe this should be what frontier should aim for in the next season.

Obviously in conjunction with other important areas, story line, adding more planets that are landable and other things I've missed out.

We need multi player ship missions.
More refining with roles like mining, exploring, pirating and trading to promote multi player activities.
They can add more player roles, control shields, ship repair, scanning and communications.
they could add more seats to any ship with a little bit of cosmetic alterations.
Being able to land and deploy from 1 to 4 SRV's
This could be adopted over to having 4 launcher able SLF's, maybe the Panther Clipper could be a mini aircraft carrier :)
 
I totally agree. Multicrew was such an important feature to me when I bought the game, that I selfishly hope more posts like this emerge, so FD can see that there is a significant interest in MC. I fear though that multicrew will fail to sustain interest in the long term, leading FD to conclude that MC is an unpopular feature not worth pursuing. However! It is important to consider that if a feature is not popular, maybe it is because it was not properly implemented, and not because the whole thing was a bad idea.

It was clear from Sandy's words on the live stream that there was no plan for MC, but it was also clear that they are willing to evaluate its future depending on its reception. There is a lot of potential here, and it can even turn out to be one of the main features of Elite as an MMO. And I think there is plenty of time for things to change and expand MC during the development of Season 3. So lets press on!

And to simply add more to the ideas you already posted, there could be ships that could only be used with a multi crew, as to not limit MC to the ships we already have, but to bring dynamics that wouldn't be possible with the current ships.
 
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I totally agree. Multicrew was such an important feature to me when I bought the game, that I selfishly hope more posts like this emerge, so FD can see that there is a significant interest in MC. I fear though that multicrew will fail to sustain interest in the long term, leading FD to conclude that MC is an unpopular feature not worth pursuing. However! It is important to consider that if a feature is not popular, maybe it is because it was not properly implemented, and not because the whole thing was a bad idea.

It was clear from Sandy's words on the live stream that there was no plan for MC, but it was also clear that they are willing to evaluate its future depending on its reception. There is a lot of potential here, and it can even turn out to be one of the main features of Elite as an MMO. And I think there is plenty of time for things to change and expand MC during the development of Season 3. So lets press on!

And to simply add more to the ideas you already posted, there could be ships that could only be used with a multi crew, as to not limit MC to the ships we already have, but to bring dynamics that wouldn't be possible with the current ships.

It all comes down to consequences and purpose.

What is the point of multi-crew if they are not going to develop the each of the possible careers to make use of the feature, as right now, it seems more of a gimmick than something that doesn't bring anything to the core game.

In exactly the same way, what is the point in the new asteroid bases if they are not going to offer anything in core game play? You might as well just put a new station in its place.

That is what is going to kill it, no point adding a feature if there is not a lot you can do with it.
 
Whilst multi crew is a great addition, it's going to be interesting to see how many people actually use it long term. Expanding player factions and Powerplay into a proper guild system, so multi crew moves to being a key facet of guild play for me would be the next step.
 
I think I need to stress that the fact that a feature doesn't spark much interest, doesn't necessarily mean that the idea was bad, but also -possibly- that the idea was poorly implemented. Confusing this point can make Frontier ditch a potentially meaningful gameplay dynamic. The point is that if MC fails to get players' attention, that doesn't mean that MC is a feature to give up to.

I think this confusion is the one behind the prioritization of combat in Elite. It is obvious that combat is the most popular mechanic in the game, just by looking at how the CGs normally go. Nevertheless, this tendency is not because combat is the favorite role for most players in the game, but because it turns out to be the one mechanic that is actually deep and dynamic and, as far as I can see, the most lucrative without exploits. This might induce a recursive bias towards the development of more combat, under the belief that combat is the most desired aspect of the game.

If you look at the forums is easy to see that desires are well distributed in the three different professions. However, FD might have their own statistics from their server that, in appearance, might show otherwise. Hence, this might explain the apparent disconnection from reality that we see from them.
 
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Hi !!!

Well, I agree Multicrew is an awesome feature that many will probably use, it is great to see multiplayer gameplay mechanics being implemented other than PVP, I would also want to see coop missions later as an improvement to multiplayer.

I'm a lonewolf type guy even if I only play Open so I can encounter other players and talk, multiplayer to me is still a good way to meet new ppl and exchange information... nothing more for me even if I had friendly duels in the past, however I'll not use MC that much, it's a feature I'll probably never use, maybe only with NPCs... However I find it really cool and I hope the concept to be expanded.

However the next big feature I would love to see in 3.0 is Space legs feature, being able to walk around and do stuff on foot like boarding ships or visiting alien sites or stations and bases, I would also love to see improvements to what is already there like missions, Engineers with more options other than grinding to find materials, maybe ranking up with engineers through missions and earn materials necessary for upgrades doing missions for engineers, maybe missions like "kill this", "trade that" etc.. , it would be great to have more ground vehicles, maybe a bike as well :p, I would leave planets with atmosphere for 4.0 instead, honestly we already have a lot of planets to visit so I would simply release atmospheric planets later in 4.0 and have space legs + on foot activities developed in season 3 along with improvements to previous season.
 
Anything but more alien things, please. I want to see some real rivalry between Federation and Empire, not another scripted scene or alien crash site or stupid "quest" where you haul junk and scan rocks.
 
I think I need to stress that the fact that a feature doesn't spark much interest, doesn't necessarily mean that the idea was bad, but also -possibly- that the idea was poorly implemented. Confusing this point can make Frontier ditch a potentially meaningful gameplay dynamic. The point is that if MC fails to get player's attention, that doesn't mean that MC is a feature to give up to.

I think this confusion is the one behind the prioritization of combat in Elite. It is obvious that combat is the most popular mechanic in the game, just by looking at how the CGs normally go. Nevertheless, this tendency is not because combat is the favorite role for most players in the game, but because it turns out to be the one mechanic that is actually deep and dynamic and, as far as I can see, the most lucrative without exploits. This might induce a recursive bias towards the development of more combat, under the belief that combat is the most desired aspect of the game.

If you look at the forums is easy to see that desires are well distributed in the three different professions. However, FD might have their own statistics from their server that, in appearance, might show otherwise. Hence, this might explain the apparent disconnection from reality that we see from them.

I agree on everything you said but combat might not be ppl's favorite activity, there are still a lot of players like me who also like other activities like trading, flying around planets or explore around the bubble.. I like combat a lot but I find trading very lucrative too and fun, money earned depends on your level and your rating with factions just like in combat missions, also pvp is not deep at all, it is pretty much a fun thing for now and I hope FD will not force ppl into combat, I would anyways like to see Powerplay pvp missions, killing players supporting an enemy faction should give you points, right now you only do that for fun at times while doing powerplay in enemy systems.

There are a lot of things here and there that can be improved, I'm confident FD is already planning them along with new features.
 
The Star Trek fantasy is great, but engineering and manning shields is deathly, deathly dull. Sure, dividing everyone into color-coordinated shirts sounds great -- AT FIRST. But how could you possibly expand those mechanics into satisfying gameplay within the Elite framework? It works in stuff like Artemis but in Elite they'd get, what - a few minutes of things to do an evening? How many people would want to do that and would all the effort be justified with a to-do list longer than many very long things stapled together?

Naval careers and wing/crew missions would be great additions, but I just can't see the fun or value in separate shield/engineer roles when the existing mechanisms are designed to be executed by one pilot.

Are there people here who want to spend their entire sunday game session running scans five times tops or running comms to request docking and ABSOLUTELY NOTHING ELSE as everybody else does the fun stuff?

What would be the advantage of having someone do comms when you could just request docking yourself?

The depth of the scanning/comms/engineering/shields doesn't support specialized roles in the least.
 
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Anything but more alien things, please. I want to see some real rivalry between Federation and Empire, not another scripted scene or alien crash site or stupid "quest" where you haul junk and scan rocks.

Well, there is already rivalry between factions, just you can't pledge federation or empire, you can only rank up with them and be friendly to both if you want, you can choose to pledge one of the powers and fight for them in enemy systems, occasionally you get hunted down too by the enemy, it's not apparent but it is already happening, just you don't see it, even passing in the same system you simply can't see the war cause solar systems are real life sized, you can enter any battle zone to take part to a war you like, support any faction you want.. There is no war between Empire and Federation simply cause they are not political entities, both are divided into several powers and every solar system has its own factions who sometimes are in a war with eachother
 
Well, at least somebody likes it. I personally think it will be like ship launched fighters in that everybody will try it out for a couple weeks, then ignore it. But hey, more play options can never hurt, I guess.
 
The Star Trek fantasy is great, but engineering and manning shields is deathly, deathly dull. How could you possibly expand those mechanics into satisfying gameplay within the Elite framework? It works in stuff like Artemis but in Elite they'd get, what - a few minutes of things to do an evening? How many people would want to do that and would all the effort be justified with a to-do list longer than many very long things stapled together?

Naval careers and wing/crew missions would be great additions, but I just can't see the fun or value in separate shield/engineer roles when the existing mechanisms are designed to be executed by one pilot.
There are many ways in which this can be done interestingly, and not coming up with ideas shows a lack of creativity (which is not to say you are not creative!). It strikes me as a lack of creativity on FD part that this role was cut off. Just to give some quick ideas;

(1) If I remember correctly, the X-Wing series had a shield system that was divided in quadrants. That means that while your rear shields were full, your front shields could be critical. In Elite this could be done in some way that the shield operator could control where to move the power distribution of the shields in real time, to protect the most right on where the ship is being stricken by enemy fire. And like that you have a skill based system to defend the shields. This might be hard to implement, but the system could be simplified as a simple panel as in the case of the X-wing series.

(2) The shield operator could also have control of the defensive systems, chaffs, point defense, and so on. And this way you have the operator controlling more than one function simultaneously during a combat situation. So, in addition to the skill based mechanic, you put some stress on the operator to keep her focused on more than one thing at the time.

(3) On top of that, you can let the shield operator control the power management of the ship to keeps things cool and operative, with some added bonus, so ships such as the Vulture, could equip more utilities than it normally can (so you can equip the defensive utilities from point 2 that make the role interesting, and to make the power management for the operator something that can be managed with a purpose.

(4) To let the operator repair broken modules while in combat, through some kind of minigame that would put some stress on the operator. Think about doing this while the ship is being shot at, and while the shields and defensive controls are being unattended in order to fix said modules, just to put some more stress on the role to make it interesting.

(5) To let the operator put some duck tape on compromised canopies.

Put all this together, and the role is more than enough. The hardest idea to implement is the first one, but I don't see it that hard anyway, and it can be simplified as it was in X-wing. Nothing suggested here requires big changes to how combat works nor to the ships. I find it hard to believe that nothing of the sort was actually done.

Are there people here who want to spend their entire sunday (...) as everybody else does the fun stuff?
The depth of the scanning/comms/engineering/shields doesn't support specialized roles in the least.

Since you expanded your post, I expand mine in response! This is why I am stressing the point of not confusing the quality of an idea with the execution of such idea. Multicrew is an excellent idea, but right now is a poorly executed one, and as of now, is not something to stick for hours per session. Let me explain what I mean; have you ever played team games such a Battlefield? I remember, back in the day of BF1942, we had players for each role in our clan. Medics, engineers, snipers, etc, and even a guy on a ship, the most boring role in BF1942. When we played matches, some roles were quite passive or slow, but it was fundamental for the team. That doesn't mean the role was boring, as the pressure was enormous when competing, and we really wanted to perform well for the team. Of course, ED is not as tense as BF, and this could make passive roles too boring, but on the other hand, ED seems to be a rather relaxing game instead. But the point is that keeping a crucial role in a team is a big motivator, and it might give you access to experiences that you might no be able to access if you play alone in your ship. It all comes down to make the roles crucial to the outcome of a situation, to force coordination between the roles, and to give enough depth and coordination within a single role.

MC might not be a central feature of Elite right now, and with its current state it will never be. But if done right, it might make Elite one of the most interesting cooperative games out there, and don't forget that there is an emerging niche for bridge command games (such as Artemis, and another one of which I don't remember the game). Just imagine the PvP between crews and the possible events that could be hosted.
 
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The Star Trek fantasy is great, but engineering and manning shields is deathly, deathly dull. Sure, dividing everyone into color-coordinated shirts sounds great -- AT FIRST. But how could you possibly expand those mechanics into satisfying gameplay within the Elite framework? It works in stuff like Artemis but in Elite they'd get, what - a few minutes of things to do an evening? How many people would want to do that and would all the effort be justified with a to-do list longer than many very long things stapled together?

Naval careers and wing/crew missions would be great additions, but I just can't see the fun or value in separate shield/engineer roles when the existing mechanisms are designed to be executed by one pilot.

Are there people here who want to spend their entire sunday game session running scans five times tops or running comms to request docking and ABSOLUTELY NOTHING ELSE as everybody else does the fun stuff?

What would be the advantage of having someone do comms when you could just request docking yourself?

The depth of the scanning/comms/engineering/shields doesn't support specialized roles in the least.


Hopefully they will add ships you can only use with a crew, maybe capital ships will be like that, at that point they could evolve roles and make them far more elaborated than just setting shields or gunners, however according to videos and reviews, the roles should be Helm, Gunner and Fighter, there is no role just for shields apparently...
 
I think FDEV have a structured plan (putting assets in now, having correct ship internals etc)...planning for the future, and don't want to rush each patch release too much, to keep the quality up.

What is 2.4 going to be tho!?
 
The Star Trek fantasy is great, but engineering and manning shields is deathly, deathly dull. Sure, dividing everyone into color-coordinated shirts sounds great -- AT FIRST. But how could you possibly expand those mechanics into satisfying gameplay within the Elite framework? It works in stuff like Artemis but in Elite they'd get, what - a few minutes of things to do an evening? How many people would want to do that and would all the effort be justified with a to-do list longer than many very long things stapled together?

Naval careers and wing/crew missions would be great additions, but I just can't see the fun or value in separate shield/engineer roles when the existing mechanisms are designed to be executed by one pilot.

Are there people here who want to spend their entire sunday game session running scans five times tops or running comms to request docking and ABSOLUTELY NOTHING ELSE as everybody else does the fun stuff?

What would be the advantage of having someone do comms when you could just request docking yourself?

The depth of the scanning/comms/engineering/shields doesn't support specialized roles in the least.

I'm not saying this would work but at the moment elite is made of quite a few mini games inside the game. So for example you could have more of this for individual multi player parts.

The comma officer could attempt to hack into in an enemy ships network or attempt to decipher a alien ships code and drop their shields... *cough* yes very start Trek! But while this happens all the rest of his team mates are screaming at him to do something quick before they get annihilated!

Another could be in repairing the ship or shields, the quicker he completes the mini game the faster the shields come back online or a damage weapon or module reactivates? If your trying to escape and the jump drive is down you will want to fix that asap...

The bigger the ship the more options you have over smaller less crewed ships.
 
There are many ways in which this can be done in interesting ways, and not coming up with ideas shows a lack of creativity (which is not to say you are not creative!). It strikes me as a lack of creativity on FD part that this role was cut off. Just to give some quick ideas;

(1) If I remember correctly, the X-Wing series had a shield system that was divided in quadrants. That means that while your rear shields were full, your front shields could be critical. In Elite this could be done in some way that the shield operator could control where to move the power distribution of the shields in real time, to protect the most right on where the ship is being strike. And like that you have a skill based system to defend the shields. This might be hard to implement, but the system could be simplified as a simple panel as in the case of the X-wing series.

(2) The shield operator could also have control of the defensive systems, chaffs, point defense, and so on. And this way you have the operator controlling more than one function simultaneously during a combat situation. So, in addition to the skill based mechanic, you put some stress on the operator to keep her focused on more than one thing at the time.

(3) On top of that, you can let the shield operator control the power management of the ship to keeps things cool and operative, with some added bonus, so ships such as the Vulture, could equip more utilities than it normally can (so you can equip the defensive utilities from point 2 that make the role interesting, and to make the power management for the operator something that can be managed with a purpose.

(4) To let the operator repair broken modules while in combat, through some kind of minigame that would put some stress on the operator. Think about doing this while the ship is being shot at, and while the shields and defensive controls are being unattended in order to fix said modules, just to put some more stress on the role to make it interesting.

(5) To let the operator put some duck tape on compromised canopies.

Put all this together, and the role is more than enough. The hardest idea to implement is one, but I don't see it that hard to do. Nothing suggested here makes requires big changes to how combat works, and no big changes to the ships. I find it hard to believe that nothing of the sort was actually done.

That's exactly what I was thinking, It is very similar to what we had in Shores of Hazeron, there was a seat for captain, one for help, one for energy and weapons, one for the navigator and they were all manned by ppl or npcs, it is something they should implement in ED for capital ships, later there should be ships requiring a crew
 
Star Trek type missions are going to be difficult. The primary problem I have with telepresence multicrew is what it means for the future. How the heck are we supposed to get out of the ship and do missions on foot or repair ship modules if we're all holograms?
 
It might be neat if there were some larger ships, intermediate in size between the Big Three and the capital ships, that were multicrew only. They could then flesh out what multiple commanders could do to fly such beasts. They might not necessarily be the greatest combat ships ever that are invincible, but certainly some of them could be powerful. Perhaps they would be great exploration ships or transport ships. The profits could be greater, somehow, in such ships.
 
It might be neat if there were some larger ships, intermediate in size between the Big Three and the capital ships, that were multicrew only. They could then flesh out what multiple commanders could do to fly such beasts. They might not necessarily be the greatest combat ships ever that are invincible, but certainly some of them could be powerful. Perhaps they would be great exploration ships or transport ships. The profits could be greater, somehow, in such ships.

When I first heard talk of multicrew this is kind of what I imagined. That, and shiplaunched fighters. I thought we'd have larger frigate sized ships that could launch smaller ships like the Sidewinder to use as fighters. They'd be so large you wouldn't be able to dock them to stations but rather use shuttles to move cargo and crew along.

Instead we got holograms and telepresence with snub fighters that look as fragile as paper planes with a very small limited range from the mothership.
 
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