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, really happy your at least thinking about this issue.
But I am curious about one thing.. Whats so clear about always being able to save your crew, a problem, and that it is undesirable to only ever one crew member? When you hire someone to work at Frontier, do you want a fast turn around of staff? or prefer to have someone stay and grow within the company?
I want to be able to keep my crew member, my most recent lost of my Elite level pilot still irks me even a few months on.. refer to video below..
And while yes, I agree its a bit silly developing a relationship with a Static NPC portrait image and name, it still happened, and not only was it very infuriating because it happened over something silly, I just couldn't fathom logically why this should happen..
Dont get me wrong, I agree that there should be an element of risk involved.. we dont want NPC's to seem like modules.. However I would like that risk to be managed by the player rather than some kind of RNG role or in game code.
Many people have mentioned the following, but I want to highlight them here...
NPC's could have loyalty levels based on their Alignment.. Act in a way that opposes their alignment, and then you loose loyalty.. For example.. a former security officer could threaten to leave you if you start acting like a pirate.. Or a Pirate pilot could threaten to leave you if you dont pirate enough.. You could then hire more than one NPC Pilot so you can perform chosen activities with specific NPC pilots
How about rescue missions to save your NPC's escape pod in a certain amount of time?
Maybe the NPC could have injuries and will need to rest for a certain amount of time, making the NPC inaccessible for a period of time.
There are so many different ways to make the risk placed squarely on the players shoulders, and not have some kind of in game arbitrary system, and that's what we should be aiming for.
Cheers
VJ
[video=youtube_share;e7jKJX9OEyU]https://youtu.be/e7jKJX9OEyU[/video]