Keelback Multicrew

I think there is an end, big picture vision for the game but a lot of the in-between is just shoot from the hip and hope it hits.

I considered that line of reasoning as well, but ship launched fighters were in the books since launch, seeing as the Anaconda always had the hangar door and the Keelback was designed around one. That was the very update prior to multicrew. So how did they plan that one out so far in advance and yet neglect to give multicrew the same consideration?
 
details... :p

... are what left out the KB when MC hit.
Because, hands down,
it isn't a commonly used vehicle.
Yet it has more set up
in order to have MC to be effective,
than an old ASP X.

Can't wait on having some real
pilots on my fighters for good
old jolly co-operation!

On that note:
Where is the Krait? :D

I considered that line of reasoning as well, but ship launched fighters were in the books since launch, seeing as the Anaconda always had the hangar door and the Keelback was designed around one. That was the very update prior to multicrew. So how did they plan that one out so far in advance and yet neglect to give multicrew the same consideration?

Simplest answer might be the right one here:
Less work needed, skipping MC viability for an
underused ship.
 
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at one point, they said new ships take so long to design, because they are all made with space-legs in mind.

yet, just for multicrew they have redesigned the asp's cockpit to incorporate a ladder to the already existing chair below the pilot.
saying that there is no time to put a second chair into the oversized cockpit of the keelback sounds a bit strange.
as far as i can tell, they have even remoddeled the interiour of the dropship and its variants slightly for this patch - since i can't remember beeing able to see copilots seat when looking upwards from the pilot seat.
 
Simplest answer might be the right one here:
Less work needed, skipping MC viability for an
underused ship.

That's what they did, yes, but the usage is not something they could have known when they designed the ship in the first place. Meaning that multicrew couldn't have been on the cards at all when the Keelback was in the planning stage and was only thought of later, otherwise it would have had 2+ seats from its inception. The only alternative being that multicrew was planned in advance and the Keelback was never intended to be multicrewable from the get-go, which is odd to say the least. Given that the seating arrangement on every ship is totally arbitrary I highly doubt that's the case.
Meaning we have a bizarre development scenario where some features are planned out years in advance (SLF, planetary landings) and others in the same season aren't planned at all.

2.0: Planned from the beginning.
2.1: Who knows? Given the quality of the update at release and amount of revisions it needed so far it doesn't look like they spent much time thinking about it.
2.2: At least a year in advance, possibly from the beginning.
2.3: Last minute addition.
2.4: They refuse to tell us what it even is, so again who knows?
 
Sandro answered this in one of the livestreams a while back.
Basically said it was designed before multicrew, and while a redesign could be done, there were no plans for it, and it would be very low on the priority list.
Coming from Mr. "no eta's, no guarantees", it sounds to me like this will never happen. :(

I know he said that. No reason to not keep bugging them about it to show we still care. ;)
 
at one point, they said new ships take so long to design, because they are all made with space-legs in mind.

yet, just for multicrew they have redesigned the asp's cockpit to incorporate a ladder to the already existing chair below the pilot.
saying that there is no time to put a second chair into the oversized cockpit of the keelback sounds a bit strange.
as far as i can tell, they have even remoddeled the interiour of the dropship and its variants slightly for this patch - since i can't remember beeing able to see copilots seat when looking upwards from the pilot seat.

Well what does this post tell me in summary?
Fd don't have a plan.
They work on superstition without a plan.

Spacelegs isn't an argument at all,
given you can fit fighter hangars in
multiple slots on the gunship.
That just reinforces my opinion,
on how they work interior vs. exterior
modules.

If spacelegs would be planned,
they had fixed CORE INTERNALS
to fit fighters to the exterior hatch positioning,
not give the pilot a choice
of fitting size x or size y.

That's what they did, yes, but the usage is not something they could have known when they designed the ship in the first place. Meaning that multicrew couldn't have been on the cards at all when the Keelback was in the planning stage and was only thought of later, otherwise it would have had 2+ seats from its inception. The only alternative being that multicrew was planned in advance and the Keelback was never intended to be multicrewable from the get-go, which is odd to say the least. Given that the seating arrangement on every ship is totally arbitrary I highly doubt that's the case.
Meaning we have a bizarre development scenario where some features are planned out years in advance (SLF, planetary landings) and others in the same season aren't planned at all.

2.0: Planned from the beginning.
2.1: Who knows? Given the quality of the update at release and amount of revisions it needed so far it doesn't look like they spent much time thinking about it.
2.2: At least a year in advance, possibly from the beginning.
2.3: Last minute addition.
2.4: They refuse to tell us what it even is, so again who knows?

And again, 'ere we go!
No plan?

Well, change it.
Quit excusing and do it.
If you choose to allow NPC
to crew a ship, plan a seat for 'em,
or leave it a barren pit without NPC
interactions at all.
 
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Thing is though, the Keelback isn't even that old. At what point did they start developing the plans for multicrew if it wasn't even considered at the time they modelled the Keelback?
I mean they say they have some kind of secret development roadmap but it sounds like they just make it up as they go along, update to update, without knowing what's going to be coming afterward, beyond the major strokes like planet landings. If multicrew was on the books from day 1 then every ship would have been designed with that in mind. But since they weren't, multicrew can't have been conceived of any earlier than the Keelback itself. This isn't the first example of severe lack of foresight in their development though, and I don't think will be the last either unfortunately, but it does explain the lack of cohesion between the various game mechanics. How can you design for futureproofed integrated systems when you don't know what you're going to be adding a year from now, or a month?

Right now we don't know what the following expansion is, no ETA, no guarantee.
 
Because we weren't using the Keelback .... there was a kind of pilot strike .... FD looked at it to see what could bring it back to popularity.

A very bright Dev realized it could fit a SLF. Everybody at FD was so relieved that he/she had managed to do this without extensive redesign of the ship, QA let it through without realizing multi-crew was hard on the heels and would render the ship as a contradiction in terms once again.

My theory, but I like it :rolleyes:

So ... what could be done for the Asp Scout ? [noob]
 
I don't know quite what it is.

I sit here, not so quiet, waiting at the sideline right now.

Let's be honest.
We've been around for quite some years.
We've seen the quirks of development,
some more criticized by a proportion of
the forums, some less.

What we have experienced is an
oddysey.
Elite trying to find it's own
spot in darwinian evolution
of game design.

Sometimes they try to do something new,
sometimes it oddly feels like they compede
with larger studios in the sci-fi sector.

Where we are going is a hyperjump
to "attemptis-forlornis".
What identity does Elite have?
The ship designs are quite unique.

The gameplay, regarding the "jobs"
is shallow as a raindrop.
Yet we see new "content" developed,
with obvious leftouts, supposedly
based on "usage trends", like the KB.

Because we weren't using the Keelback .... there was a kind of pilot strike .... FD looked at it to see what could bring it back to popularity.

A very bright Dev realized it could fit a SLF. Everybody at FD was so relieved that he/she had managed to do this without extensive redesign of the ship, QA let it through without realizing multi-crew was hard on the heels and would render the ship as a contradiction in terms once again.

My theory, but I like it :rolleyes:

So ... what could be done for the Asp Scout ? [noob]

As a scout/combat variant?
Give it some combat capabilities,
not talking weapon-slots,
but flight model and acceleration.
 
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Because we weren't using the Keelback .... there was a kind of pilot strike .... FD looked at it to see what could bring it back to popularity.

A very bright Dev realized it could fit a SLF. Everybody at FD was so relieved that he/she had managed to do this without extensive redesign of the ship, QA let it through without realizing multi-crew was hard on the heels and would render the ship as a contradiction in terms once again.

My theory, but I like it :rolleyes:

So ... what could be done for the Asp Scout ? [noob]

Unfortunately that theory doesn't hold up since the Keelback was advertised as having fighter launch capability from the moment it was introduced. The hatch was always there, baked into the model long before 2.2 came out.
 
I got the feeling when they introduced the Keelback in the live stream, they sold it as the trader ship with bite. Where they suggesting that a trader ship built for trading could fight back against attacks, or at least defend? NPCs, yeah I get that if you judged it right. PvP, pffft.
 
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Unfortunately that theory doesn't hold up since the Keelback was advertised as having fighter launch capability from the moment it was introduced. The hatch was always there, baked into the model long before 2.2 came out.

More controversy?
The KB was included with a hatch,
as was the FGS.
FGS saw a rework cockpit side,
the KB did not, to support MC.

What is the use of an NPC
crew in the light of FD prior
stating they didn't want
to integrate NPC crew at all?
 
The Keelback needs an extra seat.

And while they're at it: a transponder which would make the Keelback show up as a Type 6 on the radar/scanner would make it a true Q Ship.

Wow.
A suggestion i hardly can object anything to,
except the hull featuring "movable" exterior thrusters.
Would love it.

Pirate me and i show you teeth!;)
 
Yes. Add the seat, and give it a T6 transponder. Its so much common sense, I cant understand why it isnt so. When they started the whole Q-ship stuff I never imagined they would actually forget about, you know, making it look unlike what it really is. It just boggles the mind...
 
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