Deleted member 38366
D
All of these things were suggested - and most of them ignored as usual.
Just imagine this :
Prior to and at anytime in any MultiCrew capable Ship, the helm could :
- man all MC positions with the NPC Crew flying the Mothership (important for the initial Controls Setup and getting to know i.e. all Targeting and Turret limitations, you know getting the hang of things before joining another live MC Ship)
(no MC bonuses in terms of Pips or Credits, purely intended for MC practice)
- set WCS (Weapon Control State) of SLF
- set WCS (Weapon Control State) of Turrets
- WCS Free : both roles fully enabled. Primary use : Friends and Local Area contacts you know and trust
- WCS Tight : selected Weapon Platforms (Turrets/SLF) enabled but restricted to Assigned ("Tagged") Targets only. You're the Commander at the Helm, you decide which Targets are marked Hostile and are "Cleared to Engage".
(right of self-defense and extended self-defense remains unaffected, if anyone attacks the Mothership or SLF first)
- WCS Hold : all Weapons of your choice (Turrets/SLF) disabled.
-> Recommended Default position (Weapons SAFE) when operating with strangers, can also be used to instantly stop anyone running against your interest right in its tracks before too much harm is done
- Helm-Defined kick thresholds... You get to define how far you'll let other CMDRs make honest mistakes or cause problems before they get kicked straight off your Ship.
-> you operating in some random System? You might permit a few mistakes. You operating in a CG location or inside your Home System? ... probably want to set things up far tighter i.e. prevent any Bounty could ever be gained.
- Helm-Assigned Utilities... If you think the Turret Crew Member is to have control over Heat Sinks or Cell Banks, then assign Control of them to that position. If you choose to retain control, then they'll remain under your sole control.
- Helm retains full control over Hardpoints at anytime (no more Turret Gunner re-deploying Hardpoints intentionally or unintentionally)
- Helm-Assigned slots for others to join.
-> i.e. seek only a single Crew position dedicated for the SLF only and intend to use Turrets yourself as Helm in a 2 MC capable Ship
- Panic button... Single-Click disband Hotkeys for both Turret and SLF. The big red button, insta-kicking any Crew Member. Quickly get rid of "bad apples" or just folks with legit but unfortunately severe connection issues.
-----------------------
How's that?
Only took mere seconds of thinking and a little bit common sense.
Just imagine this :
Prior to and at anytime in any MultiCrew capable Ship, the helm could :
- man all MC positions with the NPC Crew flying the Mothership (important for the initial Controls Setup and getting to know i.e. all Targeting and Turret limitations, you know getting the hang of things before joining another live MC Ship)
(no MC bonuses in terms of Pips or Credits, purely intended for MC practice)
- set WCS (Weapon Control State) of SLF
- set WCS (Weapon Control State) of Turrets
- WCS Free : both roles fully enabled. Primary use : Friends and Local Area contacts you know and trust
- WCS Tight : selected Weapon Platforms (Turrets/SLF) enabled but restricted to Assigned ("Tagged") Targets only. You're the Commander at the Helm, you decide which Targets are marked Hostile and are "Cleared to Engage".
(right of self-defense and extended self-defense remains unaffected, if anyone attacks the Mothership or SLF first)
- WCS Hold : all Weapons of your choice (Turrets/SLF) disabled.
-> Recommended Default position (Weapons SAFE) when operating with strangers, can also be used to instantly stop anyone running against your interest right in its tracks before too much harm is done
- Helm-Defined kick thresholds... You get to define how far you'll let other CMDRs make honest mistakes or cause problems before they get kicked straight off your Ship.
-> you operating in some random System? You might permit a few mistakes. You operating in a CG location or inside your Home System? ... probably want to set things up far tighter i.e. prevent any Bounty could ever be gained.
- Helm-Assigned Utilities... If you think the Turret Crew Member is to have control over Heat Sinks or Cell Banks, then assign Control of them to that position. If you choose to retain control, then they'll remain under your sole control.
- Helm retains full control over Hardpoints at anytime (no more Turret Gunner re-deploying Hardpoints intentionally or unintentionally)
- Helm-Assigned slots for others to join.
-> i.e. seek only a single Crew position dedicated for the SLF only and intend to use Turrets yourself as Helm in a 2 MC capable Ship
- Panic button... Single-Click disband Hotkeys for both Turret and SLF. The big red button, insta-kicking any Crew Member. Quickly get rid of "bad apples" or just folks with legit but unfortunately severe connection issues.
-----------------------
How's that?
Only took mere seconds of thinking and a little bit common sense.
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