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

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.

Sandro, thank you very much for responding. It is really helpful and for me at least, it's enough to know that you're working on it.

All the best,

Truesilver
 
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.
maybe someone in your department should try playing the game with all three pilots hired,
especially like all three hired at the highest rank possible

you get a permanent income cut of 60% that way, can only have one active at a time, and ontop of that, your rank progression in exploration and trade is cut passively by that percentage.
compared to that, the crew can currently only pilot an SLF, and that only in a small selection of ships.

do something, and do it FAST.
or do you consider NPC crew endgame content for those who have already hoarded billions ?
 
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.

Thanks Sandro, really good to ear :)
 
have them HoloMe to the fighter and only die on main ship destruction or use Escape pod.
its called telepresence, and thats what they already do, except the escape pod thingy

its basicly promoting "get interdicted by PvP gank with your trained Elite npc on board -> logoffski"

your ship, your engineered stuff -> everything shows up again on the rebuy for a minimal fee.

the NPC pilot that had cost you alread 70million credits and hours of combat zone farming will be gone forever
 
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.

Playing Devil's advocate.

Why is only having 1 or 2 crew a bad thing? It's not like they are a limited resource or indeed desirable to have with you all of the time? Are there queues of NPC's protesting at the lack of jobs?

Maybe the way to encourage people to use NPC's differently is to give them skills and attributes you can focus to train them on. Stuff like fighter marksmanship, Large ship handing, reaction times etc.

Atm the only unique things about NPC's is how they sound or how ugly they look :)
 
hi sandro.
maybe someone in your department should try playing the game with all three pilots hired,
especially like all three hired at the highest rank possible

you get a permanent income cut of 60% that way, can only have one active at a time, and ontop of that, your rank progression in exploration and trade is cut passively by that percentage.
compared to that, the crew can currently only pilot an SLF, and that only in a small selection of ships.

do something, and do it FAST.
or do you consider NPC crew endgame content for those who have already hoarded billions ?

Unless you train them up from Harmless, in which case 3 Elite crew members will only cost you 30%. But why have three? If you don't need them, don't hire them.
 
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.

Ahh, but that's not dependant on the origin of your rank. That's dependant on the number of ranks overall.
 
Last edited:
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.
Excellent news!
 
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.

The disconnect I haven't been able to understand is why you want crew to be something that can be lost, but not things like engineered modules. Engineered modules are more powerful than crew, but can't be lost unless you manage to have no insurance and lose the entire ship with it. And that's very very easy to avoid.

What's wrong with people only ever hiring one or two fighter crew? The gameplay I want is to have a small crew that I can develop and be attached to. I want to be able to think of and treat them like crew, not ammo. It drives me crazy that my ship & modules are at basically zero risk, while my crew is at very high risk. I'd happily switch those if I could, keeping my crew but losing my ship / modules. But the game doesn't give me that choice.

I would really appreciate some understanding of your thoughts on this because I can't seem to comprehend it. Why don't you want people to only ever hire "one or two fighter crew"?
 
I would really appreciate some understanding of your thoughts on this because I can't seem to comprehend it. Why don't you want people to only ever hire "one or two fighter crew"?

It also seems beyond doubt that most players are only willing to train up one or two crew whatever Frontier do.

In other words, keeping things as now will not achieve a greater number of crew per player being trained up.

It will only achieve the hire'n'fire use of disposable Experts, or training up one or two crew to higher ranks and being really grumpy and cautious about them.
 
About time we got a response.

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?
This.

Why should we have to hire different NPCs? 99% of them are ugly, so when I find a decent-looking one, I’m going to want to keep them.

Losing a crew member does not encourage me to hire another. It encourages me to either stop flying in Open or stop using NPC crew. In fact, the risk of losing either of my current crew members is the leading reason why I don’t want to fly in Open.
 
Unless you train them up from Harmless, in which case 3 Elite crew members will only cost you 30%. But why have three? If you don't need them, don't hire them.

i know, i have one elite crew member trained up, so he "only" cuts my income 10%.
my point is - are we looking at the game as is, tweaking stuff for the moment,
or do we look at the game as what to expect in the future?

everytime i ask for blueprints for mining lasers, someone says "why now? the mining system will change in Q4 update".

now i ask for putting just a few minutes of though into how rediculous the current NPC payment is, and you say "but there is currently no reason to have more then one"

OFC there is a reason to have more then one - NOW, and even more in the promised future.
if you want to benefit from the great advantages of an ELITE ranked NPC pilot, you have to put him to thr RISK of dying (eg. PVP). but once your ship explodes, you are back down to just "(in)competent" for the next few days, unless you have already trained a replecement.
and there the heavy cut in icome takes place.

in the future, we want crew to take over more roles then just SLF, (eg. sensors, engineering, cooking)
and there, i doubt that three 10% Elite pilots will generate enough advantage over not having them, to justify 30% or even more cut from my income.
 
It's not about PvE but PvP. Just imagine....
You're flying with a multirole Anaconda in the bubble with your hard trained Elite NPC. This NPC has now taken a long time 10% of all your money just to be ready to protect you. Suddenly an odd murder-hobo appears. Drops a pack of torps and place a PA into your powerplant. you're destroyed in lesser than 10 seconds. Weeks and months of effort, hundreds of millions of credits that your NPC has taken....all lost within lesser than 10 seconds.
This doesn't feel like "risk" but rather walking through a mine-field and hitting one. I wish for a better solution than just "game over". There are many suggestions and i'm sure the Dev's have also more than enough own ideas that would work better than just "ooops"

The point is, a response is needed here. It doesn't matter if they say "no we don't change it" or just "we look at it" but ANY answer to this frequently asked feature would be nice.

Imagine this instead: You spot the incoming opponent and wake before he can line up an interdiction.
Or this: You get pulled, but thanks to your knowledge of how to act in this situation, you have a wake plotted, submit the interdiction, outrun the torps, and wake out.

Dying in this game is 99% of the time your own fault. When you lose a crew member, it is through your own mistakes. Learn to fly.
 
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.

As so many others have said - "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." - I don't understand this. It isn't clear to me at all, why is that a bad thing? How can the process of repeatedly hiring crew be seen as stronger / better gameplay than hiring just one or two and investing the time, money and combat rating to train them up? I see that some others have said that to get the benefit of a trained pilot there has to be a risk of loss, but how is an NPC pilot different in any way from, say, a well engineered module? Shouldn't there be a 'some form of jeopardy' there too?

And not wishing to sound all sentimental or anything, but for at least some of us it isn't even really about the loss of resources or 'pilot skill points'. We get invested in / attached to our crew, just as we do to our ships. *That* is what makes their loss so hard to bear, and that's what makes it often seem not worth the risk of using the SLF feature at all. NPC crew loss is a mechanic that actively discourages the use of the feature that it's a part of, and that cannot possibly be a good thing.
 
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.

That's a neat idea. Have our NPC crews saved along with us in our "escape pods", but after a few deaths the crewmember becomes so afraid of dying for real that they will leave us to go on their own. So in effect a crewmember gets a few "lives" until they are gone for good. Not dead, just leaving on their own. That would be a slick way to do it in my opinion.
 
i don't really mind if my npc crew dies if ship destructed, the real annoying part is that my npc crew is getting my credits while stationed at the starport doing nothing.
An alternative would be a salary being paid every hour/day/week...

(also if i let my npc to a specific starport, i should go to the said starport to put him back in my ship)

... i love the chieftain btw [yesnod]
 
Back
Top Bottom