Has MultiCrew gone the way of the Dodo too?

...So for me to have any interest into mutlicrew it would need exploration mechanics to be expanded. For instance when I'm going through my usual: enter system, align for scooping while honking, fly out of the corona and fire up the FSD, check out the system map, align for exit point, my NPC multicrew science boffin could go: anomaly detected on 3A Sir. Because I put them in charge of the anomaly detector which you place in a hardpoint and acts like a turret. And the more skilled the boffin, the more skillful (s)he is in detecting weird data.

Or something like that.
Yes please.

...Overall, I think it's a feature with standard-issue Elite: Potential - that is, it has tremendous potential but is under-featured...
Yes.
 
One of my other concerns besides Elite lies with the whole genre. For years we have had sort a dry spell of space sim games with nothing but game journalism articles motivating why the big players in the industry don't take up the challenge.

When Star Citizen, Elite and No Man's Sky were announced, everyone was acclaiming the dawn of a new age of space sim video games. 5 years later and one proved to be a letdown, one is stuck in development hell, and the last one comes dangerously close to resembling a port-to-all-platforms cash grab business model.

If all end up failing in the end, what will take their place? Will others be willing to fill in the gap?

I'm hoping that someone will step up, regardless of the current one's success/failure. Competition is healthy. Otherwise, the monopoly can just say to take it or leave it.
 
Honestly the best advice to FDEV to do in preparation for 3.0 after 2.4 is released:

- The whole development team stop what they are currently doing, make a new CMDR and play the game 8h a day for a month.
- Make notes on what is broken, unbalanced or just not fun in the game and what needs to be fixed and improved
- Use these notes as a basis for 3.0
 
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I went to try it once clicked on the option to join a ship but nothing happened, clicked a few more times and got nowhere and gave up trying. Could be good but like others have said it just isnt fleshed out and just feels bolted on like quite a few activities.
 
I'm hoping that someone will step up, regardless of the current one's success/failure. Competition is healthy. Otherwise, the monopoly can just say to take it or leave it.

It could be that expectations are way above the ability of any game developer to deliver. A functioning solar system at least, with Turing level AI and unending exciting and varied activities to do. All for £50 :)
 
I never had much hope for it when it was announced and figured it would fall by the wayside just like CQC.

At first I was thinking it would use Navigator, Operations, Weapons as crew positions, but alas, that would have made sense.

If you had a Navigator that could examine and plot Galaxy and System maps, an Operations Officer who handled all the operations functions - like power balance, deploying cargo hatch, landing gear, scanners, etc. and a Weapons Officer that controlled fire groups, target selection and firing...

Well, it could have had a chance - maybe
 
Well, maybe FD will realize that they are wasting time on PvP/combat content that is not Flavour-of-the-Month meta...

Pulsar: Lost Colony has fun 5 player multi-crew, I'm sure FD can make something similar.
 
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verminstar

Banned
As anticipated : this feature was doomed the day they announced NPC crew was a no go. Given the player base and the netcode, it was a new CQC fiasco waiting to happen.

Meanwhile, I"ve been circling an ammonia world while watching netflix to get an unknown probe so I can access the new "content". With zero success of course ...
I'll probably end up watching OA last vid to experience it instead.

What a shame, such a great game, so many missed opportunities ....

OA does it better m8 seriously...Id nominate the guy fer an oscar if I could...that soft english accented voice...much aroused...and saves a fortune in time.

In retrospect, it actually is a terrible waste and a shame its come to this...barely released and its dead on arrival with nothing else to get excited about fer at least another year, and thats only a hope based on nothing really.

The alleged game fixes...6 months away maybe who knows? They aint telling so its just guesswork and conspiracy theories.
The alien storyline...theres a story? Where? Again...nothing fer non combat players. Or any player with an IQ lower than 200.

Apart from that...theres really not much else to talk about, nothing to look forward to but more of the same and the forum aint half as much fun with nothing to talk about. Just salty thread after salty thread with little gaps fer one to enjoy bans fer getting carried away with the sarcasm. Thats boredom that causes that more than anything else.

The game might not be dying, certainly not gonna start arguing over whether it actually is or not...but it certainly doesnt appear overly healthy with a vibrant and contented playerbase either. And the PR nightmare that mc turned into doesnt exactly fill one with an abundance of hope that they can turn it around anytime soon.

Aint seen ye in ages btw...welcome back...haha even that sounds wrong ^
 
...but alas, that would have made sense...
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Yes, another incomplete feature that we can only hope sees proper fleshing out in 3.0. Otherwise,,, . As predicted by 99% of us after the full set of features (and notable absences like NPC crew) were revealed.
 
It definitely needs to be fleshed out, but as an explorer I'd say it has its uses. I am currently out near Colonia but thanks to multicrew I was able to hop in a commander's SLF and check out the Thargoid base. I hope FDev ultimately moves in the direction of something like Star Trek Bridge Commander, Pulsar: Lost Colony, or Helion once we have space legs.
 
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Just reaffirms my belief that they should've started with NPC crew that everyone could benefit from, everyone could have fun with, everyone could feel like they could invest time in their crew.

It could've been so much more, now with FD and their "if no one uses it then we won't touch it" mentality it means it's never going to get looked into again.

In the previous elite games you needed many crew for a single ship. Even if I should had a couple of bodies on the ship that I could level up to Elite, even if they only increased my scan range by 1% I'd be happier than I am now.

This is the game of missed opportunities, I really hope they pull it together with the "Core Fixes" coming after 2.4

Top marks to you sir these were my thoughts too.. Here's hoping ED are reading these post and are working on it..
 

Jenner

I wish I was English like my hero Tj.
I do really enjoy it when I take part in multi-crew activity, but I agree FD really need to expand upon it for it to be viable long-term. It's disappointing that the only real roles so far are limited to shooting things, and even that is limited to just CZs and HasRez sites. It needs way more variety.

ED is all about variety in activity. David B has even said before he's surprised that people tend to fall into doing the same activity over and over again. Well.... multi-crew is pretty much the same activity over and over and over and over and over. :)

Shooting NPCs is *fun* mind you, but there needs to be more flesh on those bones.
 
I never had much hope for it when it was announced and figured it would fall by the wayside just like CQC.

At first I was thinking it would use Navigator, Operations, Weapons as crew positions, but alas, that would have made sense.

If you had a Navigator that could examine and plot Galaxy and System maps, an Operations Officer who handled all the operations functions - like power balance, deploying cargo hatch, landing gear, scanners, etc. and a Weapons Officer that controlled fire groups, target selection and firing...

Well, it could have had a chance - maybe

^^This. I was looking forward to multicrew and hoping my wife would take the navigator's seat. We did a similar thing with Wing Commander Privateer by giving her the keyboard and I took the joystick. Great fun, even though it wasn't efficient.

But it turns out that there's no navigator or any operator available. The biggest advantage seems to be an extra pip. So, an exploitive option instead of fun gameplay. Not a good thing.

(Admittedly, I haven't tried it, but it's been posted about enough that I can see what the deal is.)
 
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IHas MultiCrew gone the way of the Dodo too?

I have no idea.
I have not used the feature myself, because to me it would only be usable if I could enlist npc crew.
Multiplayer is not a feature I am interested in.
I treat ED as an always online single player game.
 
I was highly interested in multicrew, played a ton in the beta and all that. I was looking forward to using it internally with my player group, it was a perfect fit for the teaching role I enjoy doing: fun, rewards progression, fast access.

Then the rewards were made completely stupid. And that's the story of how I don't use multicrew at all.
 
I've been trying to embrace this new feature. Equipped my boat for a small gunner role, and opened a seat. After hours of gameplay I think 2 commanders have joined my ship only to exit again shortly after without any kind of comms.

And if I look to see if others have a MultiCrew opening on their ship? Not a single one.

Has MultiCrew already gone the way of the Dodo, much like CQC and PowerPlay?

CQC I agree with is dead and power play isn't everyone's particular cuppa tea but I wouldn't say it was dead. Far from it.
 
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