Has MultiCrew gone the way of the Dodo too?

For me, Multicrew is pretty useless in its current state.


  • No Multicrew Mixed with wings
    • Many times I have been in a wing and had a slot or 2 open in the wing and wanted to let a friend join... sorry cant...

  • Limited stuff to do in Multicrew... Shoot Turrets, or fly little Fighter...
    • what about a role to manage the AMFU in combat or some of reddit\u\ToCoSo's suggestions

  • Cant SRV while in Multicrew
    • Lots of potential lost there with Co-op base assaults and potential new 2 seater SRVs

  • Cant Use Outfitting while in multicrew
    • In GTA V Online I can drive my car into Los Santos Customs and outfit it with a buddy in the passenger seat...
  • Can't even properly use Mining Turrets as whilst in gunner they auto lock on the fragments stop firing at asteroid
    • What about a Mining and prospecting Ship Launched fighter, or letting 2 people take the Gunner role.... 1 For the mining lasers, and the other to fire 360 degree prospector limpets at nearby rocks.

And the general bugs and lack of visual sync (hyperspace jumps and supercruise drops, I'm looking at your) have dissuaded me from using multicrew.

And therein lies the problem. "if the feature is popular we will develop it further"... Don't develop a lemon and then expect us to make lemonade...

Right on the money. And this describes my concerns regarding FDs policy to develop/release "lemons"; unfinished addons that simply just don't work on even the most basic level.

Let's disregard for now that the top dropdown menu describes multiple "roles" for you to engage into MultiCrew. But it's placeholder. The only role "catered to" is the gunner, and even that doesn't work properly. All the other "roles" are empty. Nothing. NOTHING to do in all these other roles, but to take a seat and look out the window...

FD wants us to use MultiCrew. BUT IT DOESN'T WORK! It's impossible to sustain a MultiCrew gaming session for more than one jump (if you're lucky) before the game crashes.

The only way MultiCrew works is if you create a gunner role, enter a HAZres in advance, open a seat (or join one), and stay in that instance. Which hardly describes the intended MultiCrew or the possibilities/roles suggested.

TO FD: STOP DEVELOPING/RELEASING BROKEN/UNPLAYABLE ADDONS, AND STOP TELLING US THAT YOU'LL ONLY FIX THEM IF WE PLAY THEM ENOUGH.

Seriously. Please go back to the core gameplay of flying a spaceship. Get your ducks in a row. Stop releasing "content" that DOESN'T WORK. These decisions are crippling a brilliant space game with huge potential still. The bones are there, and they are solid. Stop throwing crap onto them.
 
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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?

Probably best using it with friends. Opening up to randoms always has issues anyway and no guarantees.

Same issue with CQC. Relying on other people randomly to be available and wanting to do something at the same time you are isn't reliable. Get your friends on board.
 
Probably best using it with friends. Opening up to randoms always has issues anyway and no guarantees.

Same issue with CQC. Relying on other people randomly to be available and wanting to do something at the same time you are isn't reliable. Get your friends on board.

But it doesn't work Auntie. On so many levels. Have you tried traveling from one system to the next with a cmdr on board? I can't make it work. The game simply crashes. FD is releasing broken content... :(
 
Most of us said over and over again that this feature needed NPC CREWS to be VIABLE!

The weird thing is, as a solo player you can hire a crew member, and either of you can be in the mothership while the other does the SLF - much like multi crew with a human in both places.
So why can't i have the crew member fly the mothership (which as above, they do if you SLF) while i man the turrets?

The AI is already there, so it's just enabling the turret feature for Solo players. You may not want to use it often, but even for things like "ok Bob, take the helm while i calculate the jump to hyperspace" would mean you could be in the gal-map knowing you're comparatively safe as the ship isn't just going to blow into something.

Mostly my sentiments have already been stated: need non-combat MC; need MC-like features for Solo; need better stability.
 
To me, all the time and money FDev have spent on MultiCrew should have first been spent on developing NPC MultiCrew, listening to comments from us the players and fleshing it out further adding various tasks. Adding Human MultiCrew should have come much later.
It seems that FDev keeps making these “quick let’s get some more players on board and promote some more pew pew” decisions forgetting this game has a development life of ten years. Who will be MultiCrewing in ten years time?
I love Elite with a passion, a love affair that started when Zapp64 issue 1 came out and included a preview of Elite (coming soon for the C64). I’m with DB, I’m on-board for the duration, how many others will be with us?
Just saying something that's been on my mind for a while.
 
Multi-Crew just NEEDS SRV support, it really does. Creating it without is like creating wings with a maximum of 1 person, or planetary landings you cant land on. Honestly i wouldn't have released it until SRV's were included, the majority of non-combat oriented pilots are going to want to use it for that!
 
Multi-Crew just NEEDS SRV support, it really does. Creating it without is like creating wings with a maximum of 1 person, or planetary landings you cant land on. Honestly i wouldn't have released it until SRV's were included, the majority of non-combat oriented pilots are going to want to use it for that!

Amen Commander.
 

Minonian

Banned
Not tried to do it with strangers but have done a couple of hours with a friend.

I think in terms of group activity it's much better with a friend or two as you can communicate orders and roles via voice comms a lot easier.

It is very fun PvE in a res or cz with turrets.

Certainly less viable PvP at the moment.
Same there not played with strangers, and not intended to do so. And yes, i enjoyed it with a friend.

And as a bonus trolls already screwed up to us, it takes a while to people play again with, but after this it never will be the same. If FD see griefers starting to mess up a new feature, the only way to stop them break the game is to punish the <bleep> out of em.
 

verminstar

Banned
Probably best using it with friends. Opening up to randoms always has issues anyway and no guarantees.

Same issue with CQC. Relying on other people randomly to be available and wanting to do something at the same time you are isn't reliable. Get your friends on board.

In a game full of loners and lone wolf players...how many do ye think have a wide network of friends in game? So basically, if ye got m8s, it could possibly work but with randoms, its a joke?

Ok so lets run with this...if fer example one doesnt have any friends ingame, how does one go about making some? Its gonna start as randoms...but one cant work with randoms so options become rather limited ingame yes? Find a group on the forums maybe...possibly but tiresome and groups have rules and I aint good with rules as some you mods well know.

So Im assuming Im not the only lone wolf player in this game scratching my head wondering the same thing Im wondering...this game is a virtual magnet fer lone wolf players as it suits the loner down to the ground.

So...suggestions? Even playing in open is pointless as Im in the a hole of nowhere...probably wont make much difference out this way, so what are my options?
 
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?

I think that the current iteration of Multi-Crew was dead on arrival for a LOT of people. It definitely was for me, because it lacked nearly all the features I'd expect from such a feature:


  1. NPC crew to fill out your crew roster when people you'd trust are:
    1. unavailable to help crew your ship
    2. unwilling to help crew your ship
    3. nonexistent, which is why you play solo in the first place
  2. A wide variety of crew positions that people, including the owner, can control and swap between, including but NOT limited to:
    1. Helm
    2. Weapons
    3. Shields
    4. Engineering
    5. Damage Control
    6. Scanners
    7. Navigation
    8. Communications
  3. Crewed stations increasing the effectiveness of the modules that the station controls, both for NPCs and players.
  4. The ability to hand off control of the ship to other players after you log off, allowing a ship to be operated serially, rather than in parallel.
  5. Crew stations that are useful outside of combat.
  6. Rewards being shared between Commanders.
  7. Being physically present on board a ship.
    1. Boarding the ship at a station
    2. Dropping off players at a station, allowing players to hitchhike across the galaxy.
    3. Ejecting unwanted crew from on board a ship YOU own, with them being "retrieved" and returned to their ship, or choosing the starter sidewinder.
  8. An onboard communications system, so players can leave messages to each other if they're not logged in at the same time.
  9. For the largest ships, crewed utility vehicles, like the SRV or Supercruise equipped light scout, that can depart the mothership in order to perform functions.

When I think of multi-crew, I envision a team of players sharing one ship, primarily on a deep exploration journey. If only one player is logged in at the time they control the helm, and swap between other stations, primarily scanners and navigation, as necessary to do the job.

As others log in for the day, they might take up scanner operations so that they can maintain the scan as they fly by a world, rather than having to stop and point directly at it. Another might take up navigation, creating waypoints for the helm to follow, so they can efficiently scan a system, and then jumping into their scout to scan the planets at the other side of the star.

What we got for multi-crew was a huge disappointment to me. You can't cede control of helm to another, or even abandon it to operate your ship's turrets when alone, like you can with a ship launched fighter or SRV. There are no non-combat activities to perform, outside of operating a turreted mining laser. There's no serial operation of a ship at all.

Most egregiously, IMO, not only can't we travel aboard other people's ships, but we're given, "it works through Telepresence," as an explanation for WHY. Not only does this explanation ignore all previously established world building, it also ignores all the economic and military applications such technology would bring, and the core game mechanics that rely on large amounts of data travelling fastest aboard ships for their existence.

edit: added a critical NOT to the preamble of crew positions
 
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Jex =TE=

Banned
Developers are often a strange kind of people. In FDs case they seem somewhat combat centric and miss to see the wider more peacefull options of a feature. Maybe its also because combat has
a clear bordered line they know very well, Starting to discover the unknown purpose is a bug trap and avoided.

Regards,
Miklos

If they knew anything about combat they never would have introduced the RNGineers. We're talking people who should know what they're doing. If I employ a developer he's going to be one that knows the gaming industry, understands current technologies and gameplay and then on top of that, can think outside the box for innovative ideas.

You certainly do not spend 6 months working on a feature because of a strange person. There's also the fact that a lot of ex-staff and/or current staff have said the upper management don't listen - there's a review site of the company here...

Cons

Poorly managed projects.
25+ redundancies in past 5 years
Low average Salaries.
High staff turnover.
"Annual" reviews usually missed.

Advice to Management

Nail down the project in pre-production to prevent continuously re-doing work throughout production right up to release which has become the norm.

https://www.glassdoor.co.uk/Reviews/Frontier-Developments-Reviews-E372218.htm
 

verminstar

Banned
If they knew anything about combat they never would have introduced the RNGineers. We're talking people who should know what they're doing. If I employ a developer he's going to be one that knows the gaming industry, understands current technologies and gameplay and then on top of that, can think outside the box for innovative ideas.

You certainly do not spend 6 months working on a feature because of a strange person. There's also the fact that a lot of ex-staff and/or current staff have said the upper management don't listen - there's a review site of the company here...

Cant rep ye but I fully agree...in terms of balanced pvp the rngeers system in place is by far one the worst systems Ive ever seen in 3 decades of playing games in this genre. Thats why I find them very easy to ignore completely...the rng gambler mechanic simply doesnt appeal to me because I dont gamble. Gambling is an addoiction and not an overly healthy one in real life, so why would I want to gamble in my fun time? Its not fun...end off ^
 

Jex =TE=

Banned
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?

There's at least 3 -5 alternatives already out there.
 
It never appealed. Just a different take on Wing, IMHO. If FDev tweaked it to allow NPC crews, then that would be a whole new ball game.

CMIV
 

Jex =TE=

Banned
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. :)

It's a rather odd thing to say about your own game that you've made on RNG and repetition. What else is there to do but repeat the same stuff over and over lol

^^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.)

pssssssssssttttttttttt!!! You should have let her hold the joystick

:p;)
 
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