Why hasn't frontier ever responded to killing our SLF NPC's?

Not me and many others who are not yet 'Elite' in combat rank. Unfortunately, the SLF steals 50% of your combat rank.

This is another major issue with SLF pilot 'death'. Anyone familiar with the concept of preservation of information, will no doubt be dismayed to consider that all that combat rank that your SLF took from you and kept for themselves (increasing their own rank), is removed from the game (i.e. Never existed) on death of the crewmember. This is just bad design. Effort should not be removed permanently from the game in that way.

I do think removing experience while using them is in order but I agree the punishment for dying with them is too harsh.
 
Yeah, there's that.
However, Elite combat rank does not give any special privileges when compared to trader or explorer Elites. Any of three would unlock Shinrarta. Thus, no need to rush it. Personally, Elite combat rank is the only thing I haven't yet achieved - I have other two Elites, and both Admiral and King. I'm currently at 73% Deadly.

Can you tell what can I do as an elite explorer that an elite combat pilot could not?

Either way, Lori Jameson asks for dangerous rank.
 
The game contains only two disproportionate loss spikes:

(1) Loss of high-ranked SLF pilot

(2) Loss of significant exploration data

Both bear not the least relationship to any other risk. Missions? Powerplay merits? Bounties? Cargo? Rebuy?

All trivial in comparison. Hours at most to replace.

In contrast, the two spikes above could set a player back weeks or months.

Neither loss has ever happened to me. As I've never (outside of Beta) been in PvP with an SLF or (lol) whilst carrying significant explo data, I've not even been at risk of either.

But there should be consistency.

On the reasonable assumption that Frontier are not going to increase rebuy (etc) twenty times over, they should now act to get these two spikes into line with the rest of the game's loss mechanics, via reduction.

I'm not so against the risk of loosing exploration data as it doesn't affect its usefulness, in contrast, SLF pilots are used in combat but if you risk to die in a duel then you don't bring them thus making their purposes more narrow.
 
Evidently, FDev wants this topic relegated to an echo chamber where they don't have to pretend this is important to anyone.
 
They have talked about it. They basically at this point have said for us to stop arguing about it with them because they are smarter than the players are and totally know better than us about what we enjoy in Elite. Because they got together in a meeting room (presumably the same room that original engineers came from...) and talked about how we were against perma death for our crew and what they would do about it. They talked and talked and ultimately decided that No. They are not out of touch. It is the players who are wrong...


They are not just ignoring their player base...They are purposefully defying our will on this matter.
 
They have talked about it. They basically at this point have said for us to stop arguing about it with them because they are smarter than the players are and totally know better than us about what we enjoy in Elite. Because they got together in a meeting room (presumably the same room that original engineers came from...) and talked about how we were against perma death for our crew and what they would do about it. They talked and talked and ultimately decided that No. They are not out of touch. It is the players who are wrong...


They are not just ignoring their player base...They are purposefully defying our will on this matter.

Yeah, so far it seems there is a concensus that it just doesn't work.
 
Can you tell what can I do as an elite explorer that an elite combat pilot could not?

Yes, I can.

You will more frequently see Elite-ranked missions falling into the 'exploration' category at the station.

The same applies to all three ranks.

Hence, being Triple Elite provides slightly better mission spawn and in turn slightly better frequency of g5 materials rewards.
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commanders!

I'm fairly sure that I've mentioned this topic on more than one occasion. Oh well, once more, with feeling!

We have some ideas for preventing fighter crew death whilst retaining some form of jeopardy, but we haven't got round to implementing them.

Clearly we don't want a situation where crew can always be saved, this would mean that everyone would only ever hire one or two fighter crew. However, we accept that the current situation is too harsh in terms of investment versus risk. Look for more information in a future update.
 
Hello Commanders!

I'm fairly sure that I've mentioned this topic on more than one occasion. Oh well, once more, with feeling!

We have some ideas for preventing fighter crew death whilst retaining some form of jeopardy, but we haven't got round to implementing them.

Clearly we don't want a situation where crew can always be saved, this would mean that everyone would only ever hire one or two fighter crew. However, we accept that the current situation is too harsh in terms of investment versus risk. Look for more information in a future update.

Awesome! Thanks for the info :D

You'll find a lot of great ideas right here in this thread [up]
 
Hello Commanders!

I'm fairly sure that I've mentioned this topic on more than one occasion. Oh well, once more, with feeling!

We have some ideas for preventing fighter crew death whilst retaining some form of jeopardy, but we haven't got round to implementing them.

Clearly we don't want a situation where crew can always be saved, this would mean that everyone would only ever hire one or two fighter crew. However, we accept that the current situation is too harsh in terms of investment versus risk. Look for more information in a future update.

Hi Sandro

Here is a pretty good solution:

Death of the NPC crew to me is just bad. It should have a credit consequence, not a permanant loss consequence. The NPC crew get paid far too much. Reduce the cost they get paid, but on ship destruction you need to pay them for medical bills/escape pod recovery/danger money, which would be higher depending on the rank of the NPC crew. If you don't pay the cash or you can't afford it, then they go on their seperate way and you never see them again. That seems a fairer system.

This system benefits people who are careful and don't get their ship destroyed often. Has a risk that you may not get your pilot back if you don't pay or can't afford their fees.

There should also be severence fees so people can't just sack them, get the money from a mission and then re-hire another NPC crew member. Also the higher the rank the higher the severence fee.
 
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Hello Commanders!

I'm fairly sure that I've mentioned this topic on more than one occasion. Oh well, once more, with feeling!

We have some ideas for preventing fighter crew death whilst retaining some form of jeopardy, but we haven't got round to implementing them.

Clearly we don't want a situation where crew can always be saved, this would mean that everyone would only ever hire one or two fighter crew. However, we accept that the current situation is too harsh in terms of investment versus risk. Look for more information in a future update.

People tend to only buy a given module once. People tend to only buy a given ship once. Both of these things are covered via rebuys if lost, why not crew too (via hazard bonus)? It takes a lot of time, credits, and combat experience to train a crew; permanent loss, even just a chance of it, is a huge risk. Imagine if there was a small chance to permanently lose your ship on death, regardless of available assets. People would be EXTREMELY reluctant to ever put their ships in jeopardy.

Hi Sandro

Here is a pretty good solution:

Death of the NPC crew to me that is just bad. It should have a credit consequence, not a permanant loss consequence. The NPC crew get paid far too much. Reduce the cost they get paid, but on ship destruction you need to pay them for medical bills/escape pod recovery/danger money, which would be higher depending on the rank of the NPC crew. If you don't pay the cash or you can't afford it, then they go on their seperate way and you never see them again. That seems a fairer system.

This system benefits people who are careful and don't get their ship destroyed often. Has a risk that you may not get your pilot back if you don't pay or can't afford their fees.

Yes please. Simple, consistent with the rest of the game, and makes sense from a lore perspective.
 
Hello Commanders!

I'm fairly sure that I've mentioned this topic on more than one occasion. Oh well, once more, with feeling!

We have some ideas for preventing fighter crew death whilst retaining some form of jeopardy, but we haven't got round to implementing them.

Clearly we don't want a situation where crew can always be saved, this would mean that everyone would only ever hire one or two fighter crew. However, we accept that the current situation is too harsh in terms of investment versus risk. Look for more information in a future update.

Replace 'saved' with 'retained'. Give scenario where NPC crew member *will* leave commander because reasons, and you don't have to worry about their deaths that much anymore.

Hi Sandro

Here is a pretty good solution:

Death of the NPC crew to me is just bad. It should have a credit consequence, not a permanant loss consequence. The NPC crew get paid far too much. Reduce the cost they get paid, but on ship destruction you need to pay them for medical bills/escape pod recovery/danger money, which would be higher depending on the rank of the NPC crew. If you don't pay the cash or you can't afford it, then they go on their seperate way and you never see them again. That seems a fairer system.

This system benefits people who are careful and don't get their ship destroyed often. Has a risk that you may not get your pilot back if you don't pay or can't afford their fees.

Seconded. Add NPC comms, give some relationship management with your crew, and if you ignore them, they will leave you. If you take care of them, they might never die - and if you have put work into it, that might be fully justified.
 
Hello Commanders!

I'm fairly sure that I've mentioned this topic on more than one occasion. Oh well, once more, with feeling!

We have some ideas for preventing fighter crew death whilst retaining some form of jeopardy, but we haven't got round to implementing them.

Clearly we don't want a situation where crew can always be saved, this would mean that everyone would only ever hire one or two fighter crew. However, we accept that the current situation is too harsh in terms of investment versus risk. Look for more information in a future update.


That is great that you guys are looking into it, and thank you very much for that.

I will propose one counter argument to your objection though.. what is wrong with players only hiring one or two pilots? Is it really so bad that players would commit to 1 or 2 pilots that they are vested in?

We take the time to 'train' them and get them up to a high combat level.

We pay them heavily, we give them large shares of money and we take an XP hit for having them with us. They're not free.. far from it, we're paying to keep them.. in many ways.

All we are really asking is to be able to keep what we 'earn,' much like the way Rebuy insurance is in place to protect what we have managed to acquire.

Surely a similar system should be implemented for the crew members we have invested in yes? We don't expect it for free, we would expect it to have a cost, we just feel that perma death is too steep of a price.

Thank you very much for your consideration, your efforts are most appreciated.
 
Hello Commanders!

I'm fairly sure that I've mentioned this topic on more than one occasion. Oh well, once more, with feeling!

We have some ideas for preventing fighter crew death whilst retaining some form of jeopardy, but we haven't got round to implementing them.

Clearly we don't want a situation where crew can always be saved, this would mean that everyone would only ever hire one or two fighter crew. However, we accept that the current situation is too harsh in terms of investment versus risk. Look for more information in a future update.

Thank you for jumping in and I eagerly await that update! :)

In the meantime I'm seriously tempted to park up my NPC, I'd hate to lose her to some silly accident.
 
Hello Commanders!

I'm fairly sure that I've mentioned this topic on more than one occasion. Oh well, once more, with feeling!

We have some ideas for preventing fighter crew death whilst retaining some form of jeopardy, but we haven't got round to implementing them.

Clearly we don't want a situation where crew can always be saved, this would mean that everyone would only ever hire one or two fighter crew. However, we accept that the current situation is too harsh in terms of investment versus risk. Look for more information in a future update.

Ship destroyed > CMDR rebuys and respawns > receives a message from NPC crew. "CMDR I managed to scape in a pod, I'm in this planet (or whatever) come pick me up... if you want."
 
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Hello Commanders!

I'm fairly sure that I've mentioned this topic on more than one occasion. Oh well, once more, with feeling!

We have some ideas for preventing fighter crew death whilst retaining some form of jeopardy, but we haven't got round to implementing them.

Clearly we don't want a situation where crew can always be saved, this would mean that everyone would only ever hire one or two fighter crew. However, we accept that the current situation is too harsh in terms of investment versus risk. Look for more information in a future update.

Alright, thanks for responding! :)
 
Clearly we don't want a situation where crew can always be saved, this would mean that everyone would only ever hire one or two fighter crew.

And why would that be a problem? Personally, I've had the same crew member since I started using the SLF regularly. I recently got a second, both hired at harmless and ranked up from there. You seem to imply that I should be forced at some point to lose one of my crew members as only ever hiring one or two is undesirable. Why is it undesirable?
 
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