2.3 dev update feedback mega thread

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Cross post as the other thread got closed, with respect to instant movement to multicrew:

This instant transport is both immersion and game breaking. It is totally unacceptable to bring gameplay mechanics into a space flight simulation. EEEEEEEEEE

Anything short of having to fly to collect the crew from a station and a QWOP style minigame for them to walk up the ramp into the ship is simply FDev being intolerably lazy.

For those who haven't seen QWOP, it is a very accurate walking and running simulation and thus would fit in with the rest of the space flight simulation quite well.

You can see this below and anyone who says this is too difficult needs to git gud.

[video=youtube_share;V2GCLgaCcm4]https://youtu.be/V2GCLgaCcm4[/video]


Someone asked (really!) yes this is satire of the community.
 
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Jenner

I wish I was English like my hero Tj.
The threadnaught isn't meant to squash disucssion, but to foster it. The forum was becoming unreadable today because every single thread on the front page was about 2.3. While the discussion is great, it really was becoming cluttered and difficult for FD to read and assimilate feedback.
 
Cross post to merged thread:

Every time your ship explodes you are given the option of being transferred instantly to the last station you docked at in a shiny new clone of your previous ship, or being transferred to the newbie system in a free starter ship.

It does not matter if you were in the dead center of the bubble at the core of civilization or 17,000Ly away from any station. You 'splode, you're back. By your logic, you should have a timer that makes you wait before you "respawn" instead of being instantly transported. The further you are away from Trev dock or your last visited station, the longer that timer. Meaning if you lose your ship you could be potentially waiting HOURS to play.

There is a precedent for instantaneous commander travel, regardless of distance. It has been there since the game launched. That EXISTING concept is being used to facilitate multiplayer in an accessible manner.

Unless you care enough about immersion to turn the game off every-time you blow up and wait the equivalent amount of time it would take a ship transfer to reach your respawn point before logging back in, then you sir are being a hypocrite. You have been taking advantage of commander teleportation magic since the very beginning.
 
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Land @ engineer's base with crew members.
Will the engineers powerups/level up apply to crew members too?
 
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I like the implementation of multi-crew, though I don't know how much I'll end up using it. I'm hoping that the combat-oriented multi-crew we're getting in 2.3 is a building block for expansions into other systems (exploration, trade, etc.) in the future.

And I'm more hyped than I have any right to be for commander creator. I'm hoping for long hair options.
 
My feedback - When will we see non combat Multi-crew?

Yes, I certainly worry about that too.

Can crew use SRVs? If not, why? Is this going to be like not being able to land with the fighter out (and why is that?) If the captain can't swap seats, then what happens with the crew if he uses the SRV? If he drives beyond Xkm and the ship auto-leaves?

Can the gunner access turret view in Supercruise? Can they scan planets with the discovery scanner while the pilot flies elsewhere?

As you might have guessed, a lot of us see lots of potential for these features being used in ways other than combat, yet it feels like they're being developed with an eye only on that.
 
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I did post my main question regarding the update as a thread(may it rest in piece) but i'll pop it here as well.

If a ship has two SRVs and the ship lands on a planets surface, can a crewman and the pilot both take an SRV each to frap around in?
 
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Well luke warm about this one to say the least. Last felt this bad for the direction of ED in 1.3, when we kept getting the Powerplay murder influence snipe against us - -62% between ticks being the worst. They mitigated in 1.4, and fixed in 2.0 - so there is always some hope.

Well I intend to play the beta for this and test very carefully:

1) I want to see if multiple accounts plus turrets buff a ship beyond single player version.
2) Up to triple bounties - effects on progression and more importantly the background simulator.
3) transition from single ship to multi-crew ship in SC - how do others tell?
4) Transition from single to to multi-crew after you interdict someone - clearly no bounty/wanted for the additional crew, does the extra pop make running harder (4 pips to engines more often)?
5) Triple bounty and CGs - is this the end of bounty hunting CGs for lone wolf players in open?

I will stick with open in the game after launch, but I will look out for multi-crew verses non-multi crew. I think my enjoyment of the game will be degraded if mutli-crew becomes the norm at CGs and other traffic sites.

Simon
 
Searching planets should become a whole lot easier and sociable with three people in a ship.
The pilot with their usual view through the windscreen.
The turret operator using a 'third person interface' with 'improved spatial awareness' and 'advanced sensor systems, allowing them three hundred and sixty degree tracking arcs'.
The SLF pilot flying patterns around the ship.

Those pesky alien ruins will have nowhere left to hide :)

^^THIS^^ It's a pain to search a whole planet for something specific.
 
So I have a thought/question/observation. After reading through the update note yesterday, I was initially disappointed with the limited roles for multicrew. But as I got to thinking about it and re-read it a couple of times, I started to wonder if that "Gunner" role was actually a very poorly named spot for something way more than just pew pewing. It says that the Gunner will get 2 additional "activation buttons" beyond normal fire group settings. So my thought there was: perhaps this role is going to be able to use all the "peripherals" like chaff, KWS, SCB, ect. With 4 "fire" buttons per fire group and setting their own fire groups, that would allow multiple units of each type without having to power on/off duplicates if power allowed them all to be on. Add to that an additional pip to boost one of the 3 areas of performance, this really sounds like a systems/engineering officer who also can shoot some turrets. Add in the 360 scanning and missles and guns or no guns, this could be a valuable and fun role. Don't get me wrong, I would love to see some more capabilities here, but as a start, this doesn't sound too bad. Just maybe not a great name as "Gunner".
 
This may or may not be a stupid idea. Having bounties duplicated for each member definitely seems like a very easy way to "boost" your friends.
How about make the bounties be split as agreed percentages as suggested before, but also by perhaps combat rank or another rank?
Harmless could maybe get 5-15 percent maximum were as elite could get more,eclectic.

Might be dumb just a thought. Thanks
 
Land @ engineer's base with crew members.
Will the engineers powerups/level up apply to crew members too?

I seriously doubt it. As it is you can't engineer ships you own if you aren't in them, so I doubt you can engineer when on somebody else's ship.
 
Always please to see new content. Though the primary feature of Player Multi Crew will not be of use to me. Hopefully there will be plenty of under the hood and smaller tweaks as well (I'm sure there will be).

I have to say the whole instant transport of a person to ship did make me chuckle in light of the ship transfer stuff. I do get it but IMO it's no less 'gamey' than instant Ship transfer is. Does my Avatar actually need to be in the ship or just in a 'simpod' at my station quarters? Maybe that's a future plot twist!!
 
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