If by "special powers" you mean being consistent with all other forms of penalty and loss we're faced with, and established rules for player revival after defeat, then yes.
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As I keep repeating, there is any number of ways to increase 'consequence' in this game without focusing on keeping this permadeath baloney.
And why did they not apply this logic to anything else in the game prior or since, huh?
It's not fun, that's why.
Yeah. That's a good thing.
What the heck is the point of having this content in the game and having ships specifically capable of using this thing if you're not trying to let everybody embrace using them??? Why on earth would you want to punish people for using them to the point of causing people not to use this feature? Isn't that being just a WEE bit too antagonistic towards your players?
There is no problem, whatsoever, with everybody using NPC crew if their ship has the capability.
Any balance concerns can and should be addressed by directly tweaking the appropriate variables where SLF or distributor stuff are concerned. Justifying them being OP by pointing at the extravagant risk/cost is proving precisely why this is such a big problem in multiple regards.
I'm afraid I'm not a fan of this piecemeal approach to a response, I'll do my best to respond to each point in one lump.
By 'Special Powers' I mean more like a player, yes. In this case there are three elements - their pay in credits, their XP for combat rank, and their ability to survive ship destruction. A 'normal' NPC (in their own ship) presumably earns cash through BGS transactions just as we do, we see them gain bounties & carrying cargo. They have a combat rank so they presumably earned that before they met us, and I'm pretty sure canonically they don't survive ship destruction, although I don't really see why they couldn't, it's just what we've been told happens.
This last point (why do NPCs not have Remlocs when we find escape capsules all over the place and disgruntled passengers can eject) is obviously the sticky one. The choice of whether they survive or not is one made by the game designers (or lore writers), not us but it should be consistent. If they don't survive does that mean all those occupied escape pods I rescue contain players? Clearly not
So the lack of consistency is definitely an issue that should be addressed, and if the escape pod answer is that some do survive, then arguably there is no lore reason why the NPC crew couldn't.
But there's the lore, and then there's gameplay (I hate the word but I don't know a better one). Telepresence beyond the instance (multi-crew) is awful lore, but clearly handwavium for better gameplay, because only being able to join another ship in your instance would be at the expense of instant fun.
Your argument essentially seems to boil down to 'we have this bit of poorly explained lore for the sake of fun, why not apply that to NPC crew too to make that more fun?' That's a perfectly reasonable stance to take. But so is it's counterargument, preserve the dilemma. You should have to make difficult choices, just as you do with ship choice, loadout etc. You want a high jump range? You gotta leave stuff behind & skimp on defenses. You want a really tanky combat ship? It won't travel well.
A lot of the reason why I like this game is because of stuff like there being no one best ship & loadout. It's compromises all the way. Or it should be in my view. The way NPC crew is currently handled preserves the dilemma.
How about a different take on this. Would you be prepared to have their effectiveness reduced (eg make an Elite NPC crew member be only as effective as they currently are at Expert) in exchange for having them survive ship destruction? What would you be prepared to give up in exchange for saving their life?
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