The current state of multicrew is, to me at least, flawed.
Firstly, it currently only allows for combat operation.
When opting to fly a SLF, on those ships that allow it, it's mostly fine, there's good fun to be had there.
However, the gunner role requires fitting out expensive and underpowered turrets, pulling firepower away from the forward arc of the ship, away from the pilot's own control. This reduces the ability of the pilot to effectively fight, making them dependent on the gunner to make up the difference.
Furthermore, steps taken to simplify the gunner experience actually negatively impact on the effectiveness of the role. For example, the automatic selection of the ship under the crosshair of the gunner means that in situations where a friendly flies in between a gunner and their intended target, the friendly will momentarily be targeted, meaning any accidental fire hitting them is treated as intentional, and incurring a bounty. Not fun for either the gunner or the pilot.
Secondly, there is no synergy of multicrew with wings.
This forces players to choose one or the other, with wings having far more flexibility in gameplay, making multicrew an unattractive opposition.
In an idealised scenario, I'd like to see the following changes made to multicrew as a whole.
-Synergy with wings, making crew and wing count toward the same total of 4 players to a crew/wing. This also allows wing missions to be rearding for crew.
-Enhanced "idle" crew functionality (With limits set by captain) to operate power management, sensors and navigation. This allows for a dedicated first officer role.
-Replacement of the crew power pips with an engineer role, which would have access to deeper level power management, effecting the same potential power gains as the extra pip. Ideally, this role would have some prettier and more detailed holograms of the ship to look at, with internal components and weapons modelled and visible in different coloured overlays. As such an engineer would feel like they have a finer view of onboard systems and more agency over them. Also, allowing the possibility of directional shield management.
-Overhaul of the gunner role, seperating into two parts: Remote gun operator, and turret operator.
-Introducing a range of non-combat functions, like Science officer for exploration, or potentially the operation of advanced mining and salvage gear.
-Allowing the remote use of SRVs for crew (no life support, limited range from ship, or ship owner if they are in SRV, their SRV acting as a signal repeater)
-Many ships, those mentioned above, all having an additional crew seat added, to support the additional turret operator and engineer role.
-Allow hiring of NPC crew or robots to man these crew stations, though likely not as effectively as a player. This would modify current NPC crew, as they would visibly take a seat onboard the ship.
-Allow crew to see HUD elements as drawn on entities outside the ship (orbit lines, target reticule, etc) as well as other crew console displays.
I feel like the addition of these details would enhance the existing multicrew experience, elevating it from barely used curiousity, to regularly used, nearly core gameplay.
Players would not only aspire to command their own ship, but also crew up with friends, to jointly venture the stars.
Firstly, it currently only allows for combat operation.
When opting to fly a SLF, on those ships that allow it, it's mostly fine, there's good fun to be had there.
However, the gunner role requires fitting out expensive and underpowered turrets, pulling firepower away from the forward arc of the ship, away from the pilot's own control. This reduces the ability of the pilot to effectively fight, making them dependent on the gunner to make up the difference.
Furthermore, steps taken to simplify the gunner experience actually negatively impact on the effectiveness of the role. For example, the automatic selection of the ship under the crosshair of the gunner means that in situations where a friendly flies in between a gunner and their intended target, the friendly will momentarily be targeted, meaning any accidental fire hitting them is treated as intentional, and incurring a bounty. Not fun for either the gunner or the pilot.
Secondly, there is no synergy of multicrew with wings.
This forces players to choose one or the other, with wings having far more flexibility in gameplay, making multicrew an unattractive opposition.
In an idealised scenario, I'd like to see the following changes made to multicrew as a whole.
-Synergy with wings, making crew and wing count toward the same total of 4 players to a crew/wing. This also allows wing missions to be rearding for crew.
-Enhanced "idle" crew functionality (With limits set by captain) to operate power management, sensors and navigation. This allows for a dedicated first officer role.
-Replacement of the crew power pips with an engineer role, which would have access to deeper level power management, effecting the same potential power gains as the extra pip. Ideally, this role would have some prettier and more detailed holograms of the ship to look at, with internal components and weapons modelled and visible in different coloured overlays. As such an engineer would feel like they have a finer view of onboard systems and more agency over them. Also, allowing the possibility of directional shield management.
-Overhaul of the gunner role, seperating into two parts: Remote gun operator, and turret operator.
--Remote gun operator would function much like current gunner, but with better control over targeting of objects around the ship. The operator would be able to set remote guns to track their target, switching to manual targeting when target is within a few degrees of operator crosshair. They could also be set to target hostiles within their field of fire, if the operator's target is outside of that arc. Finally, they could be set to prioritise (shielded) friendlies, if fitted with regenerative weapons.
--Turret operator gains control of a manned turret which would be a new addition to some, but not all, ships. I envision the fitment of a manned turret as similar to ship kits, however, these would either include a dedicated anti fighter gun with similar firepower to a SLF, or, on selected ships, a full weapon enclosure with room to mount traditional fixed weapons in a traversible fixture (Naturally these would only work as fixed weapons, unless operated by a turret operator).
The AA gun could, to save on art assets, use the same model as SLF turret, scaled appropriately, on a simple adapter plate to blend with ship's lines when folded down. Weapon types for these smaller turrets would be as per SLF weapon options.
Ships with the AA gun (location in brackets) would be:
Ships with the larger turret option would be the ICutter and the FedCorvette. In these two cases, the turret replaces existing weapon mounts with a full enclosure, styled to match the rest of the ship, and an additional crew seat added
The intent of the turret operator is, in the case of the smaller guns, to capture the feel of turret operation as depicted in Star Wars ep 4, like the Millenium Falcon. On the larger ships, this shifts to feeling more like a tank crew.
--Turret operator gains control of a manned turret which would be a new addition to some, but not all, ships. I envision the fitment of a manned turret as similar to ship kits, however, these would either include a dedicated anti fighter gun with similar firepower to a SLF, or, on selected ships, a full weapon enclosure with room to mount traditional fixed weapons in a traversible fixture (Naturally these would only work as fixed weapons, unless operated by a turret operator).
The AA gun could, to save on art assets, use the same model as SLF turret, scaled appropriately, on a simple adapter plate to blend with ship's lines when folded down. Weapon types for these smaller turrets would be as per SLF weapon options.
Ships with the AA gun (location in brackets) would be:
Asp Scout (tail)
Asp X (Tail & Dorsal)
Type 6 (Tail)
Type 7 (Tail & Dorsal)
Type 9 (Tail & Dorsal)
IClipper (Tail)
Orca (Tail)
Federal Gunship (Dorsal, fitment replaces small hardpoints)
Anaconda (Nose window, fitment disables small hardpoints) [I'm less sure of this one]
Those ships with both a tail and a dorsal gun, as well as the FGS, and Anaconda, would gain an additional crew seat, as well.
Asp X (Tail & Dorsal)
Type 6 (Tail)
Type 7 (Tail & Dorsal)
Type 9 (Tail & Dorsal)
IClipper (Tail)
Orca (Tail)
Federal Gunship (Dorsal, fitment replaces small hardpoints)
Anaconda (Nose window, fitment disables small hardpoints) [I'm less sure of this one]
Those ships with both a tail and a dorsal gun, as well as the FGS, and Anaconda, would gain an additional crew seat, as well.
ICutter trading it's two dorsal large hardpoints for a sleek housing that can fit 2 large or 3 medium weapons
FedCorvette trading it's 2 huge hardpoints for an armoured, angular housing for 2 huge, 3 large or 4 medium weapons.
FedCorvette trading it's 2 huge hardpoints for an armoured, angular housing for 2 huge, 3 large or 4 medium weapons.
-Allowing the remote use of SRVs for crew (no life support, limited range from ship, or ship owner if they are in SRV, their SRV acting as a signal repeater)
-Many ships, those mentioned above, all having an additional crew seat added, to support the additional turret operator and engineer role.
-Allow hiring of NPC crew or robots to man these crew stations, though likely not as effectively as a player. This would modify current NPC crew, as they would visibly take a seat onboard the ship.
-Allow crew to see HUD elements as drawn on entities outside the ship (orbit lines, target reticule, etc) as well as other crew console displays.
I feel like the addition of these details would enhance the existing multicrew experience, elevating it from barely used curiousity, to regularly used, nearly core gameplay.
Players would not only aspire to command their own ship, but also crew up with friends, to jointly venture the stars.
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