2.3 dev update feedback mega thread

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The 'extra pips' in particular does strike me as vague, because there are a number of ways that could be implemented that satisfy the wording given.

Again, not sure how it is vague. It is pretty clear that each additional crew member gets an extra pip that they can assign where ever they want in addition to the standard pips...

Every crewmember also has access to a power distributor pip that they can assign dynamically. This is in addition to the standard pips that the helm controls. This extra power distribution allows the ship to operate more effectively, increasing its capabilities in combat.

What are these other "number of ways" this could be implemented that satisfies the wording?
 
Planet coaster not only has a separate team but is entirely self-funded from it's own sales.

PS4 on the other hand....that directly impacts ED, and is obviously a big push, likely because we don't have season 3 yet so more sales would obviously improve ED's finances.

Also increase the demands, redistribute even more their resources and keep designing a game for a console with a joypad = 2.3 "gunner" type of gameplay.

This game is reaching a point of no return.

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Hence the failure of x:r, nms and soon SC.

Supercruise failure? That would be fun.
 
Again, not sure how it is vague. It is pretty clear that each additional crew member gets an extra pip that they can assign where ever they want in addition to the standard pips...
What are these other "number of ways" this could be implemented that satisfies the wording?

First off, how will the crew-members' pips be differentiated from the helm's? If the crew pips are simply 'more dots in the 12-block grid' of the current power distributor, the helm will need to be able to identify at a glance which they can adjust and which are off-limits to them. What about half-pips? Where will the crew-member's pip be allocated when they initially connect to the ship? Maybe the crew-members have their own separate power distributor at their station, which is displayed as an extra row on the helm's. If a given system is maxed out, will helm or crew be able to apply more than four pips to it, or not? Maybe the crew pips are an extra pip that represents how energy is allocated within the systems without changing the levels set at the helm. That would, in fact, be 'an extra pip that can be assigned in addition to the standard pips', and allow for finer control over modules.
 
First off, how will the crew-members' pips be differentiated from the helm's? If the crew pips are simply 'more dots in the 12-block grid' of the current power distributor, the helm will need to be able to identify at a glance which they can adjust and which are off-limits to them. What about half-pips? Where will the crew-member's pip be allocated when they initially connect to the ship? Maybe the crew-members have their own separate power distributor at their station, which is displayed as an extra row on the helm's. If a given system is maxed out, will helm or crew be able to apply more than four pips to it, or not? Maybe the crew pips are an extra pip that represents how energy is allocated within the systems without changing the levels set at the helm. That would, in fact, be 'an extra pip that can be assigned in addition to the standard pips', and allow for finer control over modules.

All of those are simply questions about mechanics of distributing an extra pip. It still remains an extra pip how ever you slice it. Presumably, and here is some vagueness, it will not be able to overcharge above the current 4 max, and hope to god it can't because a 4/0/4 meta-de-lance is ridiculous enough...imagine a 5/0/3 one over shield tanked...
 
All of those are simply questions about mechanics of distributing an extra pip. It still remains an extra pip how ever you slice it. Presumably, and here is some vagueness, it will not be able to overcharge above the current 4 max, and hope to god it can't because a 4/0/4 meta-de-lance is ridiculous enough...imagine a 5/0/3 one over shield tanked...

The devil is in the details, as they say. Vagueness about mechanics is still vagueness. ;) Myself, I was imagining a 3/5/0 speed-demon iEagle, even though that's a single-pilot ship. Wait...maybe crew can hang out in passenger cabins? XD
 
First off, how will the crew-members' pips be differentiated from the helm's? If the crew pips are simply 'more dots in the 12-block grid' of the current power distributor, the helm will need to be able to identify at a glance which they can adjust and which are off-limits to them. What about half-pips? Where will the crew-member's pip be allocated when they initially connect to the ship? Maybe the crew-members have their own separate power distributor at their station, which is displayed as an extra row on the helm's. If a given system is maxed out, will helm or crew be able to apply more than four pips to it, or not? Maybe the crew pips are an extra pip that represents how energy is allocated within the systems without changing the levels set at the helm. That would, in fact, be 'an extra pip that can be assigned in addition to the standard pips', and allow for finer control over modules.

extra pip is only so the pilot cannot zero-out your power and eliminate your fun. That is all. But over-ride of the ship owner's desires seems interesting.

PIP wars, begin.
 
extra pip is only so the pilot cannot zero-out your power and eliminate your fun. That is all. But over-ride of the ship owner's desires seems interesting.

PIP wars, begin.

Real multicrew lets EVERYONE be helm. At the same time.

"We should go left!" "No, right!"

"Who's flying THAT ship?!" "No idea, best to put it out of its misery, it looks drunk."
 
Back on the topic of feedback for the 2.3 update.....

Frontier, can we please soon get more information on what this enhanced camera feature will be?

Since multicrew is combat only, the camera thing has now become the feature of 2.3 I'm most looking forward to, and I'd like to know some more details about what is being done with it. Things I'd love to see it have:

  • Faster panning than the debug camera
  • Farther distance from target than the debug camera
  • Ability to pan off center from vehicle
  • Preset positions we can save, with quick keys to snap right to them
  • Special effects, like variable depths of field and glare/brightness settings

Thanks! :cool:

Don't forget proper, or more traditional, camera controls, rather than feeling like we're flying another ship around our ship
 
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If we could just sort out the people who think they're using telepresence to control the devs we'd be onto a winner.

The very act of playing a computer game qualifies as "telepresence" anyway, doesn't it ?
You sit in your chair in front of your screen, manipulating control devices to steer chars/planes/space ships/airplanes etc. in a computer program.
Ok, some may argue this is telepresence within telepresence then...it all gets rather confusing...and i'm getting tired of the term already.
 
The very act of playing a computer game qualifies as "telepresence" anyway, doesn't it ?
You sit in your chair in front of your screen, manipulating control devices to steer chars/planes/space ships/airplanes etc. in a computer program.
Ok, some may argue this is telepresence within telepresence then...it all gets rather confusing...and i'm getting tired of the term already.

Yes, is what I have been saying, we are the real CMDRs!!

Thanks Frontier!!!

*mind blown etc..*
 
extra pip is only so the pilot cannot zero-out your power and eliminate your fun. That is all. But over-ride of the ship owner's desires seems interesting.

PIP wars, begin.

Still leads to interesting issues.

On the assumption you still can't get more than four, say the pilot wants 4 in weapons, puts four their, asks the gunner to put his in eng, gunner says "get stuffed it in sys"
Or pilot puts four in sys, gunner wants more in wep even than the one he can put there, helm says no.

Now with your mates this probably isn't going to happen. People will be sensible

But with drop in/drop out? You could lose your gunner half way through a battle in a strop! Or your SLFs etc.

This is just one of the reasons I think they need NPCs doing the job that commanders replace for the duration they are in your ship, so you can't be left high and dry!
 
Hard?

Sounds like a strawman argument to me. I never once said The Engineer upgrades were "hard"... :D :p

Could not agree more.

We talk about how tedious, unfun and unfit the system is for this Universe...And when no one can logically argue AGAINST that, they try and puff out their chest and pretend grinding is some Uber difficult task they should be proud of.

It's a mentality I'm so sick of, the degree of disturbed disgust I feel is honestly difficult to express in words...

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The 'extra pips' in particular does strike me as vague, because there are a number of ways that could be implemented that satisfy the wording given.

Talk about playing up your weaknesses...Pips were never fun. They never made ANY sense. I mean...My ship only has the power to use afterburner if I take power away from other stuff?

That's...A poorly built ship. Period. An F22 doesn't have to wait for a recharge to use guns after hitting max thrust. It's just unforgivable levels of stupidity. And now, they want to bill it as something of a FEATURE? Pips should have allowed LONGER use of stuff...Not determined it's availability...Good god.

How's Star Citizen coming along, again? It No Man's Sky? Least it has stuff to find when Exploring...And ships with adequate power plants...
 
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Has someone already mentioned that megathreads suck? Their excessive growth rate is killing all discussions before they can emerge :(

I really thought this thread would have come with one of those warnings you see in other sections of this forum, if you post isn't related to the topic it will be removed, I think there have been pages where its been two posters just bad mouthing each other.

For once I sort of feel for the Devs having to sift through 67 pages at time of posting of what is mainly complete tripe and not related to the threads intended purpose, feeeeeed baaaack.
 
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Still leads to interesting issues.

On the assumption you still can't get more than four, say the pilot wants 4 in weapons, puts four their, asks the gunner to put his in eng, gunner says "get stuffed it in sys"
Or pilot puts four in sys, gunner wants more in wep even than the one he can put there, helm says no.

Now with your mates this probably isn't going to happen. People will be sensible

But with drop in/drop out? You could lose your gunner half way through a battle in a strop! Or your SLFs etc.

This is just one of the reasons I think they need NPCs doing the job that commanders replace for the duration they are in your ship, so you can't be left high and dry!

Bit confused by this, how does it leave you high and dry?

Like the helmsman can just rearrange pips to suit if someone drops right?
 
Bit confused by this, how does it leave you high and dry?

Like the helmsman can just rearrange pips to suit if someone drops right?

I don't know, can they?

If I'm the helmsman I get my normal pips don't I? Otherwise what is to stop me getting some people on in a station and gaining access to those pips and dropping them again? How long do I have access to these extra pips for if someone does drop? what about in a SLF fight? I can only have one AI but 2 people, what if a person drops? Does the SLF autodestuct? Does it just sit there? I'm losing a significant tactical advantage if one of my two fighters drops mid battle etc etc
 
1. I think the 'telepresence' solution, while immersion breaking, is preferable. Particularly if one of the CMDRs is stuck thousands of Ly away. When out exploring insanity creeps in, the choice of a little quick multi-crew action every now and then should be a good tonic :)
That being said, I agree the exploit possibilities are considerable. Stuff like the 'forgive and forget' option when leaving crew should be re-evaluated.

2. I've never used turrets, I assume they target only whatever the CMDR targets, right?

Is there any advantage (besides the extra pip) to having a player manning them, other than independent targeting? In a classic 1v1 (without SLF) scenario the extra player is adding no competitive advantage.
... Should it? As in extra damage, closing the gap to gimballed versions...

Perhaps this is intentional, so that multi-crew only really comes into its own in CZs or multi-PvP.

Just thinking out loud here, would like to know what the Dev's thoughts/intents on multi-crew gameplay and competitive advantages are :)

The positives behind manual operated turrets are that it removes the chaff issue that will still effect gimbals.

I don't agree with the option that additional crew members can leave the instance without punishment at a cost of their credits, this sounds like an exploit just waiting to cause mayhem, if you commit the crime receive the punishment.
 
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