My dear fellow cmdr, should we allow more time for FDev to improve Multi-crew in 2.3?

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I know most of us are very looking forward to multi-crew.

But FDev might have overlooked certain aspects of it,

for examples:
networking
the reward system,
ships which should be capable for multi-crew,
the depth of gunner role
actual use of mining in multi-crew (perhaps mining SLF? or allowing crew to control prospector drone in 1st person?)
multi-crew for exploration and trading?
multi-crew mission?
SLF especially for player crew only so that they can survive in CZ?

And many other suggestions posted in the forum.

Should we allow FDev more time to work on 2.3?
They said they are constrained by time and resources

I don't mind giving them more time and don't want them rush out 2.3.
What do you think?
 
Take as long as you/they need for MC - I'll never use it anyway.
As for the rest of the patch, yes please hurry, looks like good stuff.
Except for the poor forgotten T-ships of course.
 
If it means the camera system will be a module with all that comes with a module then yes. Otherwise no as its just a 3rd person gimmick.
 
For the moment let's get the basics up and running without issues and a smooth transition to 2.3 Live. I would concentrate on testing the 2.3 Beta new additions as well as playing one's normal game to see if it is effected. That should reduce the time required to go live. Submitting suggestions for changes and improvement are fine but implementing them immediately is not a good idea. They can be added later and none of them will matter without a solid base to start with.
 
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Erm, what do you mean should we allow them more time? They will take as long as they think necessary. They are not beholden to us to rush 2.3 out of the door if we demand it.

I am hoping they do take their time, but there might be those awkward issues which are not game killers, but they are having trouble fixing, and they might just say, to hell with it, and ship with them to live.... but hope such will be minimal and not impact greatly on the game.
 
In all honesty, i wouldn't really care if they shipped 2.3 without multicrew to begin with if it was causing too many issues. Then patched it back in for 2.3.1 or something.

That said, my Anaconda is nearly ready for multicrew shenanigans. :D
 
Like most other commanders on these forums (source: threads) I don't care about multicrew at all.

I hope it gets no further dev time and we'll get some focus on single player content instead.
 
I would be quite happy if they got rid of the gunners role completely, it just doesn't feel right. Ship launched fighters however now that's where the fun is.
 
If they worked on allowing player and also NPC multicrew to be hired and appear after a transitory fadeout behind the opening door and then walk to their chairs ditching the whole idea of materializing holo-me, I would wait for it sure. Another bonus is being able to walk and look around ship bridge. In combat , you could take over gunner or just stand to the side and let your NPC crew or fighter crew take over the fighting like the figther crew takes over your ship while you are controlling the fighter, or if no fighter crew, then computer takes over the ship also. All those would be worth waiting longer for 2.3 imo.
 
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I'm not excited for Multi-Crew at all. I won't be using it in it's current iteration. If it gets further fleshed out and becomes a true "Crewed Ship" experience, I might take a look. TBH, I'd rather they take a lot more time with Multi-Crew. I fear that all of the radical changes we wish they would make to it when we finally get space legs won't happen due to the nature of Multi-Crew.
 

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The way I see it, they still have alot (!) of work to do on the entire concept and implementation.

What I'm seeing in Beta3 state feels like an Alpha build, although the concepting part naturally is their decision.
I just see a crapton if issues and shortcomings that would need either some minor re-concepting or at least some healthy finetuning and optimizations.

And just personally, I don't even recognize the content as actual "MultiCrew".
All we got is
- a Arcade Turret-only Gunner (Ship doesn't have turrets or guided Weapons? Position is useless)
- an SLF-only Jockey (Ship doesn't carry an SLF? Position is useless)
- Holo Visitors are "Magic Pips" Donators

Everything I would have expected or hoped for to form an actual Crew that needs to perform skill-based Tasks (on every MultiCrew-Capable Ship, regardless of Equipment status) is missing/non-existent.

Could very well be that this Update will turn out to be another "we're so excited and bring you : PowerPlay!" kinda Update.
Will find its lovers, will find its non-lovers, will be ignored or inaccessible to/by many others.

On the functionality... Well, mechanically it works, once you work through all its issues and adapt to its limitations/risks.
So technically, it'll offer the advertised benefits, even if it feels like playing some 1990's MMO Arcade Shooter with drastically improved Graphics.
When I sat in the Turret Gunner position, I had flashbacks to playing some 20 year old 3D Shoot-em-up titles :D
 
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I know most of us are very looking forward to multi-crew.

But FDev might have overlooked certain aspects of it,

for examples:
networking
the reward system,
ships which should be capable for multi-crew,
the depth of gunner role
actual use of mining in multi-crew (perhaps mining SLF? or allowing crew to control prospector drone in 1st person?)
multi-crew for exploration and trading?
multi-crew mission?
SLF especially for player crew only so that they can survive in CZ?

And many other suggestions posted in the forum.

Should we allow FDev more time to work on 2.3?
They said they are constrained by time and resources

I don't mind giving them more time and don't want them rush out 2.3.
What do you think?

Multicrew is another wrong feature developed by FD.

I am not talking about the time needed to develop it or the bugs (which can be solved in the future).

No: look at the beta discussion and see how many pages has the thread multicrew.

In short it is a feature limitated only to a very very very limited Group of people, leaving out all the Others player.

Quite silly the motivation of Frontier: no NPc multicrew otherwise less player would use it in Open.

It is just like the story of the husband: which cut his **** to not make sex with her wife.

We all know waht happen then...
 
They could improve some things with a smaller update before 2.4 as they did in January. I really expect SRV and another role. I can understand lowering the limit to 3 crew members instead of 4 as originally advertised (although I expect it to go back to four eventually). But to have only three possible roles that are nearly useless in most ships is very disappointing (and to expect otherwise is not illusory, since it was advertised significantly different).

I would appreciate some kind of shield operator/engineer/science officer that would make a role significant joining as a crew outside of combat, and that would let the third member interact with the ship of which he is actually a crew of. The SLF position, as cool as it is, is not part of the crew. I thought that the idea of MC was to have your friends working together on the same ship. As it is now, we either have two crew members and a wing, or three members with one or two doing nothing (they should be called passengers instead).

Also, SRV control. I think Sandro explained something, but I couldn't understand the meaning of it. Can someone explain the reason for no SRV in MC please?

EDIT: and head tracking! Head movement please! With VR it will feel like the person is really there, to know when two players are actually looking at each other, the importance of eye contact!

An idea of how a Shield Operator role could work:

There are many ways in which a fourth role (which is not to say a fourth member) can be done interestingly.

(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 in which 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. This can be done in two ways; by analog control with the mouse or a gamepad, or with buttons to redirect the power a la X-Wing. The firt version would be skill base and similar to the gunner view. The second one would be more passive, but it would fit the immersion for keeping the seat point of view. Both are compatible, and it could be done in a way in which you could switch to analogue control as you will.

(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 power distribution mechanic for shields, you put some stress on the operator to keep her focused on more than one thing at the time. Shield distribution plus defensive utilities.

(3) On top of that, you can let the shield operator control the heat management of the ship to keep things cool and operative. This could be done with the power control tab, prioritizing modules individually in the power management (instead of turn in them on and off as we already do at the helm).

(4) To let the operator repair broken modules while in combat, through some kind of mini game 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) There could also be some extra modules that are only accessible when with a crew. This could be taken as some professional tools than only the character can handle because he is the expert at that role. They could be added either at a station while docked with a crew, or it could be pretended that the crew brings the tool with them. This way 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. This could involve some administration and customization along with point (3).

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

I would be quite happy if they got rid of the gunners role completely, it just doesn't feel right. Ship launched fighters however now that's where the fun is.
But strictly speaking, the SLF role is not even part of the crew. That role implies flying another ship sitting in another cockpit. The only moment that role is part of the crew, is when the that crewmember is doing nothing (and good thing they decided to add the vanity cam, I think FD realized how stupid it would be given how MC turned out to be).
 
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My dear fellow cmdr, should we allow more time for FDev to improve Multi-crew in 2.3?
...
I don't mind giving them more time and don't want them rush out 2.3.
What do you think?


I didn't know we had anything to say about that.
Last time I looked I did not own the company.

FD should do what they think is best.
I am not trying to do their job for them.
That includes taking more time for anything they want to take more time for.
 
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