News 2.3 Dev Update

Wow thank you Edward for a much needed and well worded post. The principles emerging are very elementary and to expected balance.

One LOL that will be a thing for the new ganker mechanic is to meet players whilst they undock, invite them to join, then allow them a bridge view of seeing their own Ships blown up as they become acquainted and then ejected! (teleporting avoids this!)
So - How do you propose to make OPEN MODE practical? I suggest PvP damages ONLY. Others suggest a serious crime punishment system.

My 2nd wish is that you make the characters HEADS TURN WITH FREELOOK

 
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Its not unfair as this was already in the dev dairys in 2013 and again in release notes with frontier explaining the options and workings of multicrew .

But again don't leave it to sandy sanmarco .

disregarding what was promised .
 
So, I was not interested in Multicrew at all BUT, if I understand correctly, I am currently 11k out in the black and if I fancy a change of scenery I can insta-jump in to someone else's ship for some PEW-PEW for a bit? If so. That. Is. AWESOME.

A bit like CQC yeah.

Wait a minute, it is almost exactly like CQC :D
 
Incidentally, isn't anyone worried about the fact that these ships don't actually have escape pods for the crew? Or is it only NPC crew that are barred from using them? :/ #NPCLivesMatter
 
FD, have only official answer to the question about NPC hired crew members?

Widout that option the only usefull think in this update will be the character creation?
 
It might be fun actually as multiplayer content that a lot of people love. Player groups are pretty active in ED and they'll have a great deal of fun with all that.

For me, however, as for lot of us folks the ED is about a lone jorney so ... of course I'll try that over the beta with few random friends I'll encounter :)

I'd really love to see NPC crew in the future, and crew in general as requirement to operate larger ships.
 
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.

Furthermore, the gunner has access to advanced sensor systems, allowing them three hundred and sixty degree tracking arcs. This lets them activate advanced scanners (such as the kill warrant scanner) and missile launchers in any direction.

huh.. does that bold apply to using an interdiction module?
 
Wat I not understand right is ship rebuy,

let say I fly a cutter alone with rebuy 35 million and Im attacked by a wing of multicrew cutters does this mean when Im destroyed I pay full 35 million,
and when I destroy one of the cutters they are discounted in rebuy, how is this fair play?
 
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me to I love the cobra . whats the point of multicrew if you cant do any thing .

there was a quote " Your ship wil be as effective as a wing of players" wel dat is true if you got 2 players flying fighters and 1 the main ship.

All these things we complaining about where confirmed in a life stream Q&A early last year. when the different instalments where explained engineer fighters and multicrew.
 
Why not have insta-crew be that you control one of the npc pilots already onboard
If you want the real immersion you meet at station and your own avatar joins crew.

simple solution methinks. Consistent with the semi-real mechanics of the game.
 
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With everyone talking about telepresence as an explanation for transferring across the galaxy to play with people I would like to ask FDev why don't ships work like that in the first place? Why bother with actual pilots in ships at all?
 
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1. Gunner decides to open up on a station, or authority ships outside one, for lulz. Regardless of whether they can avoid even getting a bounty for that by deciding not to take their crimes with them when they leave (or more likely are kicked out by the ship-owning commander) isn't this the most troll-worthy thing ever since it will almost certainly result in the commander's ship getting blown apart?

Unless the helm is the only one that can deploy hardpoints.
 
FD, have only official answer to the question about NPC hired crew members?

Widout that option the only usefull think in this update will be the character creation?

They have answered it multiple times in streams - and most likely will answer it again.

It is not ruled out, but it is matter of balance. NPC crew can make game very automatic and 'autobot' like, which is anti-thesis of gameplay.
 
I'm pretty sure FD has said in the past that there would be 4 roles a crewmember could take...What is the 4th one?

Judging by the concept art, it's most likely a shield/systems/engineer type role. Really unfortunate that didn't make the initial release, but I suspect we'll see it eventually.
 
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