Multi Crew : No Ships Available

It's a catch 22 there, they can't devote time to a feature that isn't used, unless it happens to be a small group's pet project. It was however shipped in a state that makes using it boring for everyone who isn't actively doing something in the ship. We ended up having a feature with plenty of room for potential play space, but shipped in such a way that you couldn't really call it a complete feature, at which point it was dropped by the players. The expectation is that we use it more if we want a better implementation, but outside of letting the second seat in your Asp Exlporer be someone else's space screensaver, I don't see that happening.

I would love it if the second seat got some neat functionality besides giving a pip and controlling turreted weapons. I would love it if the second seat in my Asp gave my co-pilot a telescope of sorts, allowing them to highlight areas of interest while in system and making navigation waypoints based on those points of interest. Maybe a trade focused co-pilot can get data from in system stations about commodity pricing and availability.

Now that's a good idea. Basically you would be working as a team and, if nothing else, getting the job done faster.
 
NPC Crew would be better, they are more ....hme... manageable.

It's is possible to have Voiceattack managing a second account, I run my second account on an old laptop, I've not yet done myself, but given the limited things the gunner has to do, I don't see any problems setting up voice commands to control the second account.
 
It's is possible to have Voiceattack managing a second account, I run my second account on an old laptop, I've not yet done myself, but given the limited things the gunner has to do, I don't see any problems setting up voice commands to control the second account.

Sure, I can also make an app that will feed the second client to do some basic gunner/crewman task, but honestly why not just add it, why make it so cumbersome to do?
 
It's is possible to have Voiceattack managing a second account, I run my second account on an old laptop, I've not yet done myself, but given the limited things the gunner has to do, I don't see any problems setting up voice commands to control the second account.

to my understanding, the benefit of multicrew is granted already without assigning the co-pilot to any role.

1. insurance reduction happens as soon as crew is present
2. extra pip is granted and can be set as soon as crew is present

so, the things you need to remote control, are "accept multicrew invite" and "set pip to x"
 
Sure, I can also make an app that will feed the second client to do some basic gunner/crewman task, but honestly why not just add it, why make it so cumbersome to do?

I agree, but since FD seem loathed to put hired NPC crew in those seats, it's a stop gap measure, oh and because it is my second account, I can create the character to look how I want them to look rather than rely on the monstrosity's that appear all too often in the hire menu.
 
So I was feeling lonely out in the black and realised that I haven't actually tried Multi Crew nor seen any of this Thargoid stuff. So I thought I'd givie it a bash. However all i get is "No Ships Available". I am doing something wrong?

You have to wonder, if someone in FD pushed CQC, and that same person also pushed for Multi-Crew, what is their credibility like now?

CQC should have had its development time instead allocated to adding fighter missions/gameplay into the core game.

Multi-crew is a waste of time unless there's already enough depth/variety in the existing gameplay to allow it to be split up and still offer entertainment. As the majority of the core gameplay is still the same simple placeholder mechanics we had 2-3yrs ago, it's not suprising multi-crew gives little of interest to do. A post of mine from when MC was released - https://forums.frontier.co.uk/showt...s-now-coming-back-to-bite-ED-in-the-boosters!

TBH, some of the design choices/decisions/outcomes from the past 2+yrs really concern me!
 
multicrew - the only valid thing in multicrew to do is: combat.
trading and mining is better be done in a wing, while

for multicrew combat you need either
1. Turrets or Missile launchers (low dps or ammo restricted weapons)
2. SLF bay

then
the combat rewards for the crew are limited to bounty income.
crew wont get any points for powerplay or contribute to comunitgoals or missions in general.

ontop of these there are the comon wing networking issue that are even bigger issues with multicrew.
eg. my friend wont last more then two hyperjumps as a gunner until he's stuck at a loading screen

last but not least,
there are the toxic elements called griefers. they come on board of your ship just to deplete your ammo or aggro random clean npcs.
or they just scout out where you are to call in their friends to present you a rebuy screen. (ofc with disbanding crew beforehand, or your rebuy would be lowered!)

did i mention that you need to be in open or in a group to even start multicrew? the instancing server is not set up dynamic enough to allow ad-hoc grouping or switching instance,
despite crew members beeing pushed back to the login screen at the end of a session anyway?

Makes me wonder what the DEVs think about this.

Pretty much this.

Also, as soon as Frontier listened to the whiners about players earning too much money from bounty hunting in multicrew, they applied a ridiculous rank reduction to it...

Then they gave Wings complete copies of 100% of bounties instead...

So with those two game design decisions, they effectively destroyed their own update that players waited 6 months for.

A waste of time and bad game design decisions...

1. They should have left the 100% credits earned from bounty hunting, mining, trading as was originally planned.

2. Turrets needed at least a 20%/25% damage buff to be useful for a Gunner - and turret tracking speed need(s)ed a fast turning buff.

3. As already stated, not enough missiles can be carried to be useful in the slightest.

Until they address these issues, multicrew will just be a number penned on the wall of Samarco's toilet lol :p
 
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CMDR Pugwash, you've inspired me to give it a try so tonight while I am playing I will have a seat open for anyone who wants to just chill and see some stars near Sag A. I'm not expecting anyone to join in but the seat will be available in open for anyone interested :)
 

Ian Phillips

Volunteer Moderator
CMDR Pugwash, you've inspired me to give it a try so tonight while I am playing I will have a seat open for anyone who wants to just chill and see some stars near Sag A. I'm not expecting anyone to join in but the seat will be available in open for anyone interested :)

Oooooooh. What time? :D
 
Pretty much this.

Also, as soon as Frontier listened to the whiners about players earning too much money from bounty hunting in multicrew, they applied a ridiculous rank reduction to it...

Then they gave Wings complete copies of 100% of bounties instead...

So with those two game design decisions, they effectively destroyed their own update that players waited 6 months for.

A waste of time and bad game design decisions...

1. They should have left the 100% credits earned from bounty hunting, mining, trading as was originally planned.

2. Turrets needed at least a 20%/25% damage buff to be useful for a Gunner - and turret tracking speed need(s)ed a fast turning buff.

3. As already stated, not enough missiles can be carried to be useful in the slightest.

Until they address these issues, multicrew will just be a number penned on the wall of Samarco's toilet lol :p

So your suggestion to get more people playing in MC, is not to offer more engaging and rewarding gameplay and mechanics, but instead by throwing more CRs at CMDRs, and make ships even more powerful?

Hmmm...
 
Pretty much this.

Also, as soon as Frontier listened to the whiners about players earning too much money from bounty hunting in multicrew, they applied a ridiculous rank reduction to it...

Then they gave Wings complete copies of 100% of bounties instead...

So with those two game design decisions, they effectively destroyed their own update that players waited 6 months for.

A waste of time and bad game design decisions...


  1. They should have left the 100% credits earned from bounty hunting, mining, trading as was originally planned.
    i am ok with the payout as it is now for bounties. but those who paid for the beta access, had no idea what mining in a wing meant, and as such, my most anticipated upgrade to mining went down the toilet
    in a wing, the content of an asteroid is generated for every member seperately. in multicrew its synchronised - probably because that "bug" that was reported by those premium testers, complaining that the gunner and helm would not get the "asteroid depleted" notification of each other when a prospector is used... premium testers ftw! :mad:
  2. Turrets needed at least a 20%/25% damage buff to be useful for a Gunner - and turret tracking speed need(s)ed a fast turning buff.
    IMHO they should have released weapons that are fixed or gimbaled, with the ability to transform into turrets if a gunner is using them.
    luckily, there is already a tracking speed buff for turrets if they are used by gunner.
  3. As already stated, not enough missiles can be carried to be useful in the slightest.
    oh, missiles are usefull. if you multicrew in assassination missions, quality over quantitiy. to bad the mission payout is not shared with human crew... just NPC crew that you may not even have with you
Until they address these issues, multicrew will just be a number penned on the wall of Samarco's toilet lol :p

thanks for the confirmation - i put some comments in your reply
 
So your suggestion to get more people playing in MC, is not to offer more engaging and rewarding gameplay and mechanics, but instead by throwing more CRs at CMDRs, and make ships even more powerful?

Hmmm...

Not the guy you quoted but I had a horse in this race (see my sig) and I can speak a little to it.

It's more that the wing thing combined with the multicrew reduction makes it so a credit minded player has literally no reason no prefer multicrew over taking their sidewinder out for a spin with me at a RES.

In my group we do a lot of mentoring of newer players (in this context: get the players who want bigger and better toys out of the early game as fast as possible) and we were all (me especially) very excited for multicrew, especially after Sandro confirmed that everyone was getting paid 100%. To say I was disappointed with the CR nerf doesn't quite cover it. Especially since all you can do with it is combat. To me it's such a no-brainer...

Edit: I suppose this could all be summarised by saying that the choice between fun and progress shouldn't exist. They should both be the same choice.
 
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Well I'm happy to offer multi crew services - friend me in game and give me a shout when I'm online.

<<< CMDR ilmostro
 
Pretty much this.

Also, as soon as Frontier listened to the whiners about players earning too much money from bounty hunting in multicrew, they applied a ridiculous rank reduction to it...

Then they gave Wings complete copies of 100% of bounties instead...

So with those two game design decisions, they effectively destroyed their own update that players waited 6 months for.

A waste of time and bad game design decisions...

1. They should have left the 100% credits earned from bounty hunting, mining, trading as was originally planned.

2. Turrets needed at least a 20%/25% damage buff to be useful for a Gunner - and turret tracking speed need(s)ed a fast turning buff.

3. As already stated, not enough missiles can be carried to be useful in the slightest.

Until they address these issues, multicrew will just be a number penned on the wall of Samarco's toilet lol :p
To me the whole turret design is a big mistake, for gameplay reasons it should have been more like in IL2 sturmovik but it's not. The Arcady 360 view simply is a wrong design move if you ask me.
 
To me the whole turret design is a big mistake, for gameplay reasons it should have been more like in IL2 sturmovik but it's not. The Arcady 360 view simply is a wrong design move if you ask me.
They would have to completely redesign fitting for that to work though.


Every ship in this game from the Condor to the Cutter is designed to be flown as a fighter. Letting a person man some random turret is not going to be meaningful because turrets are gimped weapons.
 
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