I agree that multi-crew needs some major improvement, and I agree with some though not all of the points.Who am I?
Just a usual cmdr. I'm a big sci-fi fan and Elite Dangerous is one of my favorite games. There are several reasons: there is no colorful space of No Man’s Sky, the design of the ships is believable, the battles are deadly, and control requires skill, but allows you to finely control the movements of the spacecraft. It lacks the ability to get out of the chair, but it doesn't really impact the gaming experience.
What's wrong?
I recently invited my best friend to play my favorite space simulator. Since the game has the ability to control one ship, I bought Python and we started flying. After two hours of playing, I was completely disappointed with Multicrew.
View attachment 210644
Pay attention to the co-pilot's interface: the gunner does not know which target is selected and where the ship is flying. The HUD on the cockpit glass is completely absent. In addition, there is no radar and clear indication of shields.
The role of the co-pilot has been curtailed so much that there is no room for role-playing. In fact, the only thing the co-pilot can be responsible for is turrets and external equipment. The rest of the time he misses. Here is a list of what the co-pilot cannot do, but logically he should do:
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- See the ship commander interface
- See the target of the commander when selected
- Manage ship energy and fully distribute it between subsystems
- Enable and disable ship modules
- Enable silent running
- Open the cargo scoop
- Request docking permission
- Drive SRV
- Mark targets
- Make notes on the galactic map
- Take control as needed
This is what the gunner's interface looks like when controlling turrets. The gunner does not see the target of the ship commander, and the ship commander does not see the target of the gunner. As a result: shooting at different targets.
Why is that bad?
The correct distribution of functions between the commander and the co-pilot is a separate meta-game that would contribute to better player cooperation and more enjoyment of the game. The absence of these elements makes Multicrew mode useless and boring, although the very idea of joint control of the ship is intriguing. I haven't talked about the numerous Multicrew bugs here yet, but they are not important if the mechanics themselves are broken.
I really hope that Frontiers will pay attention to this issue in the future, because apart from Elite Dangerous, no game can offer such an immersive experience of space adventures. Perhaps this is not a problem at all, and I am making mountains out of molehills. Multicrew is useful for farming credits in wing missions, but is that really the only thing players want from that mechanic?
P.S.
Sorry for mistakes. English is not my native language.
Thank you for reading this!
Reddit discussion: https://www.reddit.com/r/EliteDangerous/comments/ludrbj Source: https://www.reddit.com/r/EliteDangerous/comments/ludrbj/multicrew_is_an_unfinished_mechanic_that_needs_to/
For instance, if my brother joins me on board my Cutter, I would be completely fine with him being a co-pilot (as outlined) or even taking the ship while I take a spin in a SLF. If I pick up some random cmdr to join me on my travels, no way do I want him messing with my systems or, heaven forbid, flying my ship.
What I would suggest is adding two sub-functions to multicrew.
Sub-function 1: Crew. The crew would be about like multicrew is now, though with better readouts and SRV capability.
Sub-function 2: Co-pilot. Co-pilot(s) would be crew specifically designated by the ship owner. Co-pilots would have capabilities about like you have detailed. A cmdr would not have to have co-pilots or they could have multiple co-pilots.