Old game mechanics aside, and throwing a dash of reality out here, I’ve taken 42 meter yachts out, off a boathouse lift, out of the dock, cruised them several hundred knots, brought them back, docked them and lifted them by myself, more than once.
So flying something like an Anaconda alone isn’t outside the realm of conceivable.
But both benefit in efficiency tremendously from having other helping hands around! Docking a big yacht without someone or several someones to grab mooring lines and tie you off... huge pain., scary even, but doable.
Also pretty sure this Elite takes place quite some time after the old one, so system automation has probably progressed quite a bit since then.
I agree with your points, and in my proposals concerning an npc crew mechanic I never said that FDev should return to the numbers of crew in the old games, but the current total absence of crew feels wrong too.
My original proposal/outline was something like the following:
I proposed a rather simple form of npc crew, because I think the mechanic might get implemented sooner that way.
I think NPC crew should be a priority so people can get used to the fact that flying a Cutter or a Conda on your own is not possible anymore. The longer FDev takes to get this going, the more difficult it will be to implement a fundamental change like this.
These are just some outlines:
As far as having NPC crew is concerned I would already be happy if they were just a basic requirement for certain ships to be able to fly. A minimal sceleton crew to get certain ships of the ground and more crew for certain functions if you want/need them.
I just want them on board. I don't want huge special advantages and I don't want control taken away from me as a cmdr anyway.
- Perhaps having an
ENGINEER might enable a slow auto repair for internal modules, or perhaps the use of fuel might be reduced with 5% Percent. Or perhaps you get a 5% better jump range. Or shields might reboot just a little bit faster.
- Perhaps having a
MEDIC might come in handy when first person action (FPA) is introduced and cmdrs can get wounded. Or perhaps your life support systems function 10% better.
- Perhaps having a
CO PILOT would be required to fly SLF yourself (just like it is now) and the copilot might also enable auto jumping when you have plotted a jump route, and auto approach to a station in a system, and also auto docking.
- Perhaps having an npc
WEAPONS OFFICER would simply improve turret targeting speed by 5%, and/or let weapons run 3% cooler and give you a 5% faster Kill Warrant scanner.
- Perhaps a
MINING SUPERVISOR might increase your ore yields by 20% and increase limpet lifetime.
- In the future we might hire a
SCIENCE OFFICER and have a scientific module on board (cool for explorers). A science officer might improve your speed of system and planetary scans etc.and we might take soil, flora and fauna samples and analyze them and sell the data for money.
As I said nothing fancy or complicated, or overpowered.
I don't need my ship to become a powerhouse.
Most important thing is that I just would like to have npc crew.
Being a soloist at heart I will never play ED with others. I just do not want the social interaction.
PAYMENT
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Of course the current percentages crew get wouldn't work that well as they would eat into our profits far too much.
And we also need the ability to put our crew on hold when we want to fly smaller ships for a while. Because if you want to fly an Eagle for a few weeks and do a bit of fighter combat then you can't have 4 crew members eating into your profits for doing nothing at all.
Otherwise we would either get bankrupt very soon, or we would have to fire them all the time (which is already happening now with the hireable pilots).
CREW SURVIVAL
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Also: Give crew the same survival option as the humans.
Possible alternatives to killing them off:
Perhaps if your ship is blown up you can not use your crew member for 3 days, because he is on sick leave, or perhaps you need to pay medical costs, or perhaps there is a 10% chance he dies, but... do not kill him off by default. That makes no sense at all and is counter productive. People do get attached to crew. Use that to enhance the game. Work with that. Build mechanics around that.