News 2.3 Dev Update

I think it's a bit of a shame the mechanic of Cmdrs accessing multicrew is being explained as telepresence.

I'd be happy to just assume that the crew are already there - that my massive ship is not being perfectly handled by a crew of one - and that we just can't see them sitting there cause they're in another control room/the bathroom.

I'd be happy to assume when we access multicrew on someone else's ship, we're not acting as our Cmdr, but as a regular crew-person. The money our actual Cmdr gets after some multicrew combat...that's where some handwavium would be better deployed.
 
That's taking fear of PvP to a new level:)

Well, I don't do multiplayer anymore.
Have not been doing that for 15 or 20 years or so and do not plan to start again.
I just don't like to play games with other humans in it.
Immersion in the ED scifi universe is my first concern.
I play games to escape the sickness of the world, not to be confronted by it in a multi player setting.
As far as I am concerned multiplayer communities add very little to my experience, but they generally do subtract a lot.
The problem is that you only need a few degenerates to poison the entire well, and there always are a few. I have spotted them in ED too.

In ED I have been in Open a lot, but only because the ED universe is so fantastically huge that you don't actually meet that many others if you know how to avoid them.
 
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While the current list of roles is quite good, do like to add to the request of more non-combat orientated roles sometime in the future, there would be a need for roles when ships aren't in combat else you'd just get bored watching someone else fly.

Engineering: Would be able to sort out the repair of subsystems and power management, also advanced shield management etc.
Navigation/Science: Route plotting and able to designate surface way points for the commander, advanced sensor suite to find POI and maybe 360 use of planetary scanners?
Comms: Able to request prices of starports in the system you're in, possible more dynamic interaction with NPCs in the area, could be merged with one of the other roles.
Drone Control: Possible make it so you have more efficient use of Drones, maybe even command them to return to ship to be reused, trying to think of a mining specific role.

Though I do hope there would be more non-combat roles, still voicing my concern for a use of multicrew outside of combat.
 
So, let's say, I'm back at a black hole near the center of the galaxy with my Beluga, I can call a friend to share the view with me and he will be teleported on board? I don't know what to think. In fact, I think it's great for gameplay but horrible for immersion. I'm not for magic teleportation, I think both players should be at least on the same station before departure. Also, for combat, will we see a new meta with all turrets ships and 2 humans on boards? Looks like unbalanced for me. NPC crew should be released at the same time as multi human crew for balance.

Dunno. Isn't it just a nice thing? It's more "share your game" than a lore-based immersion RPG thing. It seems to me that any attempts to make it more nerdily correct would make it a feature that's too much hassle to actually use.
 
Glorious dev update! And it sounds like the roles have enough complexity to be fun, at least during combat. Ya, I'm disappointed that it's only combat roles, but I guess that makes sense for now. When we get space feet, perhaps more roles can be added - engineering, repairs, scanning, repelling boarders, fetching coffee, etc.

For single players, PLEASE let us jump into the gunner role as well. You could send your NPC out in a fighter and jump to the gunner position while AI takes the helm. I'd love to be able to do that. Also it's beyond me why you won't let us assign NPCs to gunner roles as well.

Questions: How is a player gunner better than just ordinary turrets? If your crew member is crap at aiming, could they be worse than ordinary turrets? Could we please see some concept art of the gunner view in the newsletter on Friday?
 
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Will crew members gain ranks? Combat ranks for destroying NPC ships? Exploration ranks for sleeping on board your ship while you scan all the stuff? Trade ranks? I expect the crew will simply get trade dividends while the helm gets all profits.

What about engineer materials/data collection? Will they be spread among the crew? If I pick up say one Chemical Manipulator, will each crew member get x3?
 
Great info! thanks!

Multiple fighters - great!
Magic transport anywhere... not so sure.



Not sure about this at all. Punishment doesn't mean an awful lot in this game, but the above just seems to be a criminal's charter.

Oh would you please stop crying about the transfer procedures for once? what do you expect, players to wait half an hour to be transported? Just don't start another bloody poll please.
 
For those who don't like the thought of the telepresence to join up with others across the galaxy, couldn't you just agree to meet at a certain station before instigating it?

Or am I missing something here?

Let me just look at my calendar so we can' schedule a time to meet up to play a game for a few hours? How does Tuesday next week at 5 work for you? No? Hmm, how bout Thursday at 11?. No. Damn. Well, I'm 15,000 LY away and can only play a few hours here and there. I'd have to commit most of my playtime just to getting to the station before we could even play. Wait, I know. Next month I have 3 days off in a row. Let's schedule something then. Oh, you're away that week. I guess we could try for 2 months from now. Ok, I've scheduled our playtime for Friday at 5 6 weeks from now. That'll give me time to get to the station.
 
Very glad Dev updates are back, and this is a great one! (I mean as dev update, i'm not commenting the features themselves yet)
 
While the current list of roles is quite good, do like to add to the request of more non-combat orientated roles sometime in the future, there would be a need for roles when ships aren't in combat else you'd just get bored watching someone else fly.

Engineering: Would be able to sort out the repair of subsystems and power management, also advanced shield management etc.
Navigation/Science: Route plotting and able to designate surface way points for the commander, advanced sensor suite to find POI and maybe 360 use of planetary scanners?
Comms: Able to request prices of starports in the system you're in, possible more dynamic interaction with NPCs in the area, could be merged with one of the other roles.
Drone Control: Possible make it so you have more efficient use of Drones, maybe even command them to return to ship to be reused, trying to think of a mining specific role.

Though I do hope there would be more non-combat roles, still voicing my concern for a use of multicrew outside of combat.

I like these. I'm hoping that they'll add more roles later. I'm sure what we really all want is to play Starship Artemis but in Elite.
 
Question: can you please elaborate as to how there's exploitation?

My concern that utilising it in in&combat situations could lead to frustration.

Say I'm fighting in a 2v2, and we successfully rout the first ship. Could they just immediately jump into their friend's ship and give him an advantage?

Or say my friend is trading in a multipurpose vessel. Could he just instant invite me the second he got interdicted by an NPC then boot me out after? I don't normally side with the "muh immersion" crowd but I feel that multicrew should involve a modicum of foresight.

I would say to allow transfer only when landed or docked
 
While the current list of roles is quite good, do like to add to the request of more non-combat orientated roles sometime in the future, there would be a need for roles when ships aren't in combat else you'd just get bored watching someone else fly.

Engineering: Would be able to sort out the repair of subsystems and power management, also advanced shield management etc.
Navigation/Science: Route plotting and able to designate surface way points for the commander, advanced sensor suite to find POI and maybe 360 use of planetary scanners?
Comms: Able to request prices of starports in the system you're in, possible more dynamic interaction with NPCs in the area, could be merged with one of the other roles.
Drone Control: Possible make it so you have more efficient use of Drones, maybe even command them to return to ship to be reused, trying to think of a mining specific role.

Though I do hope there would be more non-combat roles, still voicing my concern for a use of multicrew outside of combat.

^^THIS^^ Love the roles already defined...but it would be great to have a TRUE co-pilot that can do what JimSan says above...to include reallocating Power Distributor power.
 
Hi everyone,
Commander Creator

And supporting multicrew in 2.3 is the Commander Creator. Commanders will be able to create a unique avatar using a wide variety of options, finally putting a face and character to their name. And with a new, fully-fledged camera system, they’ll be able to view themselves and their crew in real time as they adventure across the galaxy.

-------------------------------------------------------

Is it possible to have a "Sex Appeal" slider, like in Saints Row ?:cool: ;)
 
Ah this "should be a good update looking forward to this, as this has some real potential for fun with friends, But! yes there is always a but; Please ensure that when you deploy this especially for those of us who team up with friends who happen to live abroad, that the networking and "code glue" can hold it together in a stable fashion, unfortunately my experience with "wings" so far when teaming with my mate (for six + years now) who lives in Germany and like me here in the UK is fortunate to have a good quality internet, we find more often than not the game cannot hold us in same instance more than part way through missions and the re-linking is clumsy at best with one or both logging back to main menu and reforming the wing that often "scuppers" the mission.
Don't forget not all our mates are just in the next town, or on the same network.
(a problem we never experienced when playing EveOnline) which shows it can be done, and yes I accept that they are in a single universe and we are in our own instances, however that means we need better quality mechanisms, code, networks etc. than they have to keep it together and stable for us in ED.
P.S. I don't want appear cynical but can we please have the instafail missions fixed soon, preferably before 2.3 and the issues it will inevitably bring.
 
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Let me just look at my calendar so we can' schedule a time to meet up to play a game for a few hours? How does Tuesday next week at 5 work for you? No? Hmm, how bout Thursday at 11?. No. Damn. Well, I'm 15,000 LY away and can only play a few hours here and there. I'd have to commit most of my playtime just to getting to the station before we could even play. Wait, I know. Next month I have 3 days off in a row. Let's schedule something then. Oh, you're away that week. I guess we could try for 2 months from now. Ok, I've scheduled our playtime for Friday at 5 6 weeks from now. That'll give me time to get to the station.

Great immarshun cometh at great cost! [wacky]
 
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The gunner role allows a crewmember to take control of all turreted weapons on the ship. They do not need to jump between turret views though. Using a third person interface, they control a reticule that all turrets within their arc will automatically follow; giving them improved spatial awareness and easy control of all turreted weapons. They also have access to two “quick slot” fire buttons, in addition to normal fire groups, that they can customize with modules, allowing them more options for activating weapons and scanners.
I have question to Lead Designer, Sandro Sammarco :
Why the hell I can't use third person interface to control a reticule for all turrets right now, just pressing the right button ?
Considering ship have more than enough technology,electronics and modules(like 8th grade sensors) to do that.
 
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