I would love a NPC Helmsman

I certainly wouldn’t mind having an NPC fly me back home from the core. The flight out here was dull and sanity-draining and I expect more of the same for the trip home.

Hundreds of jumps does not really equal meaningful gameplay in any sense, nor does it really drive home the fact that space is vast (since it’s just chained loading screens).
 
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This would take the chore of getting the vette around and would mean instead of mindlessly fuel scooping and pressing a jump key we could watch some amazing external views instead with music.

i get a feeling though that this is something FD wouldn’t want to implement as the forum would set on fire
Getting to watch the external views while travelling would be amazing. Right now I can’t really enjoy them in supercruise because the game doesn’t understand how to separate my freecam bindings from my throttle bundings (but only in supercruise). Go figure.
 
What we need is to eliminate the repetitiveness functions in the game, and star jumping is at the core of the game, thus it can't be avoided, it's something that should not be
as it is, longer jumps don't solve it, only a way to remove the micro managing of jumping would.

I have to disagree and, cynic as I am, I would say that if you remove this or any part of the 'repetitive' nature of the game as it is boring (to you), it will not be very long before what is left will be just as boring (to you) and the cry will go up to 'automate' that as well. Rinse and repeat until all things are possible instantly and then the complaints will be that there's nothing to do anymore.

I say leave it as it is and if you find long trip too repetitive, then don't go.
 
If the mechanic was tied in with a good npc crew system I'd be all for it.
I have proposed the following concerning an npc crew mechanic:

As far as having NPC crew is concerned I would already be happy if they were just a basic requirement for certain ships to be able to fly.
I just want them on board. I don't want huge special advantages and I don't want control taken away from me as a cmdr anyway.

- Perhaps having an ENGINEER might enable a slow auto repair for internal modules, or perhaps the use of fuel might be reduced with 5% Percent. Or perhaps you get a 5% better jump range. Or shields might reboot just a little bit faster.

- Perhaps having a MEDIC might come in handy when first person action (FPA) is introduced and cmdrs can get wounded.

- Perhaps having a CO PILOT would be required to fly SLF yourself (just like it is now) and the copilot might also enable auto jumping when you have plotted a jump route, and auto approach to a station in a system, and also auto docking.

- Perhaps having an npc WEAPONS OFFICER would simply improve turret targeting speed by 5%, and/or let weapons run 3% cooler and give you a 5% faster Kill Warrant scanner.

- In the future we might hire a SCIENCE OFFICER and have a scientific module on board (cool for explorers). A science officer might improve your speed of system and planetary scans etc. and we might take soil, flora and fauna samples and analyze them and sell the data to a science station for money.

As I said nothing fancy or complicated, or overpowered.
I don't need my ship to become a powerhouse.
Most important thing is that I just would like to have npc crew.
Being a soloist at heart I will never play ED with others. I just do not want the social interaction.

PAYMENT
---------
Of course the current percentages crew get wouldn't work that well as they would eat into our profits far too much.
And we also need the ability to put our crew on hold when we want to fly smaller ships for a while. Because if you want to fly an Eagle for a few weeks and do a bit of fighter combat then you can't have 4 crew members eating into your profits for doing nothing at all.
Otherwise we would either get bankrupt very soon, or we would have to fire them all the time (which is already happening now with the hireable pilots).

CREW SURVIVAL
----------------
Also: Give crew the same survival option as the humans.
Possible alternatives to killing them off:
Perhaps if your ship is blown up you can not use your crew member for 3 days, because he is on sick leave, or perhaps you need to pay medical costs, or perhaps there is a 10% chance he dies, but... do not kill him off by default. That makes no sense at all and is counter productive. People do get attached to crew. Use that to enhance the game. Work with that. Build mechanics around that.

Some very good suggestion here I like it..
 
I have to disagree and, cynic as I am, I would say that if you remove this or any part of the 'repetitive' nature of the game as it is boring (to you), it will not be very long before what is left will be just as boring (to you) and the cry will go up to 'automate' that as well. Rinse and repeat until all things are possible instantly and then the complaints will be that there's nothing to do anymore.

I say leave it as it is and if you find long trip too repetitive, then don't go.

I'm sorry but that is a one big nothing burger you serve here, many thing in the game was changed due to make the game more interresting, including ship transfer, because some people did not like to move their ships around one by one.

So a system was made to make it more interresting to move ships around, the price was money and time.
You could do the same here, you invest money by hiring a NPC Helmsman, and you invest time to "level"them up and keeping them alive.

Saying no, would not make any sense as it do not change your game experience at all. Same as ship transfer do not change anyone's game play style but those who use it.
 
You can't use it if its not explored, it's that simple, however as it is now, all stars are more or less in the galaxy map, maybe if you make it so only by purchasing a map (someone has explored the system) you can use the feature, I would be ok with that.

I like this as a happy compromise.
The helm NPC can ‘auto-fly’ to any previously scanned / discovered system or starport.
It would be real time jumping, auto controlled by the npc.
You could set an option to either fuel scoop at every available star or last fuel star in the run.
You would have some sort of auto override for things like interdictions or if you spotted a planet you wanted to divert to.
The NPC could charge per jump as a mechanism to prevent abuse

I think that the fact that you can only go where you have previously been would encourage exploration rather than hinder it.

Thumbs up from me
 
I'm sorry but that is a one big nothing burger you serve here, many thing in the game was changed due to make the game more interresting, including ship transfer, because some people did not like to move their ships around one by one.

So a system was made to make it more interresting to move ships around, the price was money and time.
You could do the same here, you invest money by hiring a NPC Helmsman, and you invest time to "level"them up and keeping them alive.

Saying no, would not make any sense as it do not change your game experience at all. Same as ship transfer do not change anyone's game play style but those who use it.

I think you are missing the point of what I posted. I was talking about the demand suggestion that if something were to be done to reduce the 'boredom' then something else would become the boring bit and the demands] suggestions would then start on removing that 'boredom' until, in the final analysis, everything would be so quick and so easy with no 'boredom' at all that the game would then be worthless to play and the complaints would start about that.

I still feel that this would be the net result of allowing the complaints to remove the 'boring' bits. Not least of which what it boring to you is not necessarily boring to me.

It has nothing to do with the Ship and Module Transfer although since you mention it, look at the complaints about how long it takes and how much it costs. Kind of supports my point really.

Still, by all means continue with your demands suggestions to remove the boring bits but realise that I and others will oppose the removal of bits that we do not find boring.
 
To the OP:
Your video is hilarious! It is especially appropriate when dealing with low jump range ships, like the Corvette and the FDL: you ping-pong all over the place traveling anywhere in the Bubble.

While I'm not for an auto-pilot, I do like the idea presented by others to have a mini-game to make jumping more interactive with results - e.g. make 3 jumps instead of one, or jump with less fuel used and farther, etc.

My addition:
I just wish that if you have an SLF pilot onboard - you know, the ones that can fly our ships in combat (if we pilot the SLF)! - that they could handle docking for us like the docking computer. That would be a nice little perk. It's not something I really need, but it would be nice to be able to hand that task off to them should I need to go to the bathroom or something.
 
I think you are missing the point of what I posted. I was talking about the demand suggestion that if something were to be done to reduce the 'boredom' then something else would become the boring bit and the demands] suggestions would then start on removing that 'boredom' until, in the final analysis, everything would be so quick and so easy with no 'boredom' at all that the game would then be worthless to play and the complaints would start about that.

I still feel that this would be the net result of allowing the complaints to remove the 'boring' bits. Not least of which what it boring to you is not necessarily boring to me.

It has nothing to do with the Ship and Module Transfer although since you mention it, look at the complaints about how long it takes and how much it costs. Kind of supports my point really.

Still, by all means continue with your demands suggestions to remove the boring bits but realise that I and others will oppose the removal of bits that we do not find boring.

You are in your right to have an opposite opinion, and my suggestion is one of many how to make the game more interresting, by comparing it to how it's done in other game where similar issue is present.

Also by having a forced manual jumping mechanics, you are restricting how the player want to play the game, and it should give more freedom to the player how they want to play it, just like you can select a DC or do it manually.
 
I've generally been opposed to auto-pilots in the game but I've gradually shifted position on this.

I think an autopilot for in system travel would be a sensible and reasonable addition. The idea being that it could bring you to a rough location and would stop and get you to take back control under some set of (possibly switchable) circumstances. The idea being that you could, for instance, be reading the news, looking at the system view or checking things on the galaxy map and both keep moving and not bump into or overshoot things. Places where you could be away from the controls would need a autopilot exit notification.

This would be good while in SC but I'd probably restrict it from dropping you to normal flight (though I imagine calls for that would increase once the feature existed at all).

Make this a standard ship option enabled from the functions panel and do something similar with the existing docking computer, that really shouldn't be a module.
If we do want modules, give every ship a computer module and then have optional computer bays like they've talked about with limpet controllers and are used for SLFs.
 
I've generally been opposed to auto-pilots in the game but I've gradually shifted position on this.

I think an autopilot for in system travel would be a sensible and reasonable addition. The idea being that it could bring you to a rough location and would stop and get you to take back control under some set of (possibly switchable) circumstances. The idea being that you could, for instance, be reading the news, looking at the system view or checking things on the galaxy map and both keep moving and not bump into or overshoot things. Places where you could be away from the controls would need a autopilot exit notification.

This would be good while in SC but I'd probably restrict it from dropping you to normal flight (though I imagine calls for that would increase once the feature existed at all).

Make this a standard ship option enabled from the functions panel and do something similar with the existing docking computer, that really shouldn't be a module.
If we do want modules, give every ship a computer module and then have optional computer bays like they've talked about with limpet controllers and are used for SLFs.

I think it should have a cost, by using a NPC crewman, who actually sit in a seat beside you would be one of the best solutions.

WHY:

Because you need to train him or her to become good, just like the SLF pilot. You will
need to invest time, and money to have the navigator or helmsman onboard.
There is a lot of potential here around this mechanics.

Just as you, I was not really annoyed with the star jumping at first, however I found that it was ruining my play session to a point where I didn't want to spend much time in the game, and that was really sad, because I really enjoy to play ED.

The issue here is that, Power Play you can just skip, the engineers you can ignore, any other mechanics that is not what you want you can somehow avoid. Moving around in the galaxy is not possible to avoid unless you stay on one planet or just ping pong around 3 - 5 systems in a loop.
 
You are in your right to have an opposite opinion, and my suggestion is one of many how to make the game more interresting, by comparing it to how it's done in other game where similar issue is present.

Also by having a forced manual jumping mechanics, you are restricting how the player want to play the game, and it should give more freedom to the player how they want to play it, just like you can select a DC or do it manually.

I have no problem with making things interesting. I do have a problem, which you seem to be ignoring, of trying to remove the parts you find 'boring'. As I mentioned, removing the 'boring' bits is a downward, almost never-ending spiral.

There is also a difference between 'play your way' and 'play the game the developers have created'. The way you are describing it is not to play your way but to try and 'force' the game to change to make it easier for you to play.

The entire game is full of deliberate restrictions. Should they all be removed so that you can play it your way? Should we remove the restriction of having to trade to get credits? Or carry out missions to get credit? Or being restricted from infinite credits by having to play the game the way it is? Or how about the restriction of not being able to fly a Cutter or Corvette right from the first moment you try the game?

No, of course, not otherwise there would be no reason to play in the first place.

The manual fight from A-B is a deliberate part of the game and to remove it because you find it boring, frankly to me is nonsensical. As I said, what it boring to you is not necessarily boring to everyone else.

Using your own words, play it your way would stop other from playing it their way.
 
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Hi Lysan,

I am all in for the idea. NPC crew should become valuable asset, they should do something for their wages.

NPC helmsmans role would be piloting - be it jumping, SC or normal space flight. Its their job. Pilot and obey COMMANDERS orders.

If the player didnt want to, he wouldnt really need to pilot - not even for a moment.

Many other NPC crew roles come in mind, navigator, science officer, medic, slf combat pilot, maintenance, cook, entertainer ( good for Belugas and Orcas), etc...

Please do not read this wrong, i love piloting. Currently the game is all about it. Think more about future Brabens dreams... NPCs will play major role imho.


Once we have a lot of stuff to do on board our ships, this will become evident to people posting oposing reactions.

And that achievement like beagle point or collonia visit would have lesser value? You cant be serious with these arguments. The player, who pressed j milion times, would not loose anything... still respectable effort made...



Exploration: maybe there should be some fundamental changes to its mechanics and I agree, that NPC crew by itself should not be able to do it. I would not like "auto money" mode either.


Lysan, great idea and i support it fully.

Karlos
 
I might be able to love a NPC helmsman but I would probably have to get to know them first.

he he, well that depends.....

tenor.gif


I have no problem with making things interesting. I do have a problem, which you seem to be ignoring, of trying to remove the parts you find 'boring'. As I mentioned, removing the 'boring' bits is a downward, almost never-ending spiral.

There is also a difference between 'play your way' and 'play the game the developers have created'. The way you are describing it is not to play your way but to try and 'force' the game to change to make it easier for you to play.

The entire game is full of deliberate restrictions. Should they all be removed so that you can play it your way? Should we remove the restriction of having to trade to get credits? Or carry out missions to get credit? Or being restricted from infinite credits by having to play the game the way it is? Or how about the restriction of not being able to fly a Cutter or Corvette right from the first moment you try the game?

No, of course, not otherwise there would be no reason to play in the first place.

The manual fight from A-B is a deliberate part of the game and to remove it because you find it boring, frankly to me is nonsensical. As I said, what it boring to you is not necessarily boring to everyone else.

Using your own words, play it your way would stop other from playing it their way.

Ok I follow you, however there have been many changes in the game that was not there from the getgo, and it was changed to bring QoL into the game, if everything is cast in stone we would still be squatting in caves eating raw meat right?
 
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I think it should have a cost, by using a NPC crewman, who actually sit in a seat beside you would be one of the best solutions.

WHY:

Because you need to train him or her to become good, just like the SLF pilot. You will
need to invest time, and money to have the navigator or helmsman onboard.
There is a lot of potential here around this mechanics.

Just as you, I was not really annoyed with the star jumping at first, however I found that it was ruining my play session to a point where I didn't want to spend much time in the game, and that was really sad, because I really enjoy to play ED.

The issue here is that, Power Play you can just skip, the engineers you can ignore, any other mechanics that is not what you want you can somehow avoid. Moving around in the galaxy is not possible to avoid unless you stay on one planet or just ping pong around 3 - 5 systems in a loop.

Maybe, I did wonder about doing this with crew. I think my response to that is that basic functionality ought to be in the computer system, there is (a probably) small cost there if we go with the controller idea. I then would also do things with NPC crew that would add on top of what the computer can do and do it better. Perhaps you can ask them to get you to a station or even do some system to system jumps for you, perhaps control turrets and things. I certainly would like to see much more with NPC crew and what they can bring to the ship and more generally with interaction with them and their backstories but I still believe some basic functionality should exist at the ship level. Thinking about it ship as an NPC isn't a bad idea in of itself actually, not everyones cup of tea but also a nice idea.
 
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