News 2.3 Dev Update

Just a thought regarding “transfer –regardless of distance”, Sandy mentioned.

Instead of physically being part of multi-crew, what about transmitting as a hologram, with limited ranges based on a number of factors? The technology could be based on a combination of the communication interactive holograms from The Empire Strikes Back, (as seen on DarthVader’s StarDestroyer), and the EMH on Voyager or Vic Fontaine on DS9.

For example, in order to participate as part of a multi-crew you need to be docked at a station and/or outpost that has hologram transmitting/receiving abilities, with a limit on the range. If you are docked in the Sothis system you would be able to join, (or “transmit to ”), a multi -crew ship that is further outside the bubble, than if you were docked at a station in SOL.

Also, all ships could have similar transmitting/receiving capability, similar to the built-in planetary approach module, but their range would be significantly shorter than the stations / outposts. (This would allow for multi-crew at Beagle Point for example).
 
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?

My objection isn't to the instant commander transport, it's to the delay in ship and module transport. This whole community voted to have delays, which has made ship transfer much less useful than it could be. Yet here we are zipping commanders instantly across the galaxy, using unknown technology just for the sake of the game.

It's inconsistent, at best.

Either everything should be instant, or nothing should be. (ps I voted for instant ship transfer, just for the record).
 
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.

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Looking forward to more details on these features. The only thing that's been of any interest to me with this update.
 
Questions:

1) so no Engineering seat huh? Seems like a huge lost opportunity... No Scotty to Bridge banter :(. No increasing forward deflectors. No one handling module repairs midcombat. Etc.

2) can the gunner operate 360 deg planetary surface scanners? Or resolve ship targets in supercruise?

As usual it feels like the focus on things to start with is strictly combat (not that what you suggest isn't part of that, but I mean pew pew pew). I mean, the crew consists of pilot, gunner, and fighter pilot? Says a lot.

Your number 2 point is a perfect example, and someone else mentioned it earlier, too. What if the gunner could access said view in Supercruise, and target planets for scanning? It could make system exploration more dynamic and efficient.

In previous updates I accept the fact that the devs start off by talking about the pew pew pew because there's a significant draw and interest there. I always expect to see more in the "other" features categories as we get closer to beta. And we usually do, but not nearly as much as the combat focus.

There's always such potential, but it also always feels like the devs want the attention on the Michael Bay elements first, and the other potential features sometime later, if ever.
 
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As far as I know repair part is planned as EVA - judging from concept art from art book - and most likely is part of space legs.

So yes, they KNOW what people want and what aspirations are. You just assume that having such game is matter of money thrown at update and "ambition" - it's all . It is work, hard work, making game to work so complex takes time.

"" is no right way to consider someone's else opinion, or to voice it at least.
There are so many examples in ED that I can only really get caricatural. I'll restrain. Again, just have to play the game, it's the same as mine, to see that "No ETA future" is no excuse for shallow details. So many examples of "not going for it", which seemingly don't even require vast amounts of work.
They're not all that bad, nobody's dead, it's still a game.

But nice of you to show patience and to enjoy the placeholders (indefinitely). I wouldn't grow too sympathetic though.
 
Super powered ships! .. will a lowly, worthless, seemingly forgotten lone wolf CMDR even know if the ship he is engaging is multi-crewed? .. if so how will that look?

I have always thought that this was a bad idea, I really believe that Open (remember I don't play in Open already) is going to suffer even more, at least until this "Fad" subsides.
 
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Well if players can instant travel to each other to get added benefits I would like an instant travel wing feature too...you know so that it is fair when piloting small ships.
Nothing will ever be fair for small ships again my friend. Not after this 2.3 God mode enabled update goes live.
 
Questions:
1) so no Engineering seat huh? Seems like a huge lost opportunity... No Scotty to Bridge banter :(. No increasing forward deflectors. No one handling module repairs midcombat. Etc.

Yeah - no engineering role (or science role come to that) seems a bit odd?

Another random though - Will multi-crewed ships be marked as such on the scanner? (So we know who to combat log on, given their unfair pips advantage? ;) )

*Edit* Ah - I see Luniticisi got there two posts above. Curses! Foiled again! :D
 
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Avatar creation = looks good.
Rest = looks bad as it was foreseen. Not even disapointed.

We have already network and instances issues when we winging...

I'll wait to see the rest but for now, it looks as planned, meh.
 
Hi everyone,

As mentioned in a previous news and updates post confirming the release date for beta, we've got a new Dev Update for you today from Lead Designer, Sandro Sammarco. Read on to find out more about what's coming in 2.3.

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Hello Commanders!
Now that the dust is settling on the interim update, I wanted to give you a more detailed heads up on what we’re currently working on next.

The first feature I want to discuss for 2.3 is Multicrew – the ability to join up with Commanders on the same ship and enjoy space adventures as a crew. In this post, I’ll summarise what you can expect from this exciting new update, in terms of structure and supporting features.
Please note that before now and release, some details may still change, as we’re currently in the thick of implementing this feature!

Setting up Multicrew
Fundamentally, Multicrew is about having fun with friends, so we want to make sure there are as few barriers to enjoying this feature as possible, starting with the crew formation process. We want to make it as easy as possible to start having fun on a multicrew ship.

As long as their ship has enough seats (different ships have different multicrew capabilities) a Commander can directly invite players, or can set their vessel to allow multicrew access. Commanders looking to play as crew can either accept direct invites, or activate a new “looking for ship” feature, which will automatically place them as crew on a suitable vessel with multicrew access allowed, making the process quick and painless.

When joining a crew, a Commander will log out of their current vessel and transfer to the multicrew vessel, regardless of distance. They can also leave at any time (or be evicted by the ship’s owner) at which point they can return to where their ship was last, making the whole affair a very friendly, drop in – drop out procedure.

Helm, Gunner and Fighter Con Roles
The ship’s owner always takes the role of helm, piloting the vessel and operating fixed and gimballed weaponry. They also control NPC fighter pilots. There can be up to two additional crewmembers, depending on the vessel, who can perform roles to enhance the ability of the ship. Players can also simply come along for the ride, with the pilot in a mentoring role. The helm also retains control over distribution of power, navigation, and synthesis.

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.

The fighter con role lets a crewmember launch and control a fighter, even if the helm has already launched a fighter using NPC crew. This allows multicrew ships to have two fighters active at a time. In addition, if the ship has enough fighters, both crewmembers can take on the fighter con role, meaning three human controlled ships can be flying at the same time.

Crewmembers can switch roles dynamically as they see fit. The ship owner is always the helmsman.

Additional Multicrew Benefits and Rules
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.

Ship re-buy premiums are also reduced for each crewmember. Again, the purpose with this is to lower the bar to access and ease of use, especially when dealing with vessels that can cost a lot of credits.

All bounties and vouchers that the helmsman (ship owner) receives are duplicated for each crewmember, making multicrew a great way to have fun with friends without missing out on money-making opportunities.

However, as they share the benefits, so too do they share the punishments. Any crime that the ship suffers is applied to all crewmembers equally. But when a Commander leaves or ends a session, the crew will have the option of avoiding taking the crimes with them, but in doing so, will lose all credits earned. It will be their choice.

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.

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An Engineer role? In the plans?
 
This all sounds good.

Apart from the magic teleportations.

Please FD can we have it so that to ''teleport'' we have two charecters? one who is our pilot and a hired pilot for the other? magic has no place in elite , unless you find a lore reason for it to be in.
Its not game-breaking like instant ship-transfer but its still a bit of a letdown to me.

or have it be instant as long as you are within a range (like a 100LY sphere)

But regardless of that gripe this is great news and I am very happy to see something like this.
It will flesh the game out and add new ways to play as a unit.

And I do feel that ''punishement'' is a bit low , but that seems to be part of the modern take on elite , so I will not whine (too much)

Hope that one day we will be able to play with our console friends (as long as that does not bring any nerfs to the PC version)

Anyway I very happy and looking forward to finding out what the side-features are (I tend to love those even more lol)
 
How about this? New player joins the game, you invite him to crew on your ship. He does nothing, just sits there, while you rack up a bunch of bounties in the local Haz RES. Newbie gets all the bounty money, also. Goes out and buys new ship with money he did nothing to get.
 

Jenner

I wish I was English like my hero Tj.
My objection isn't to the instant commander transport, it's to the delay in ship and module transport. This whole community voted to have delays, which has made ship transfer much less useful than it could be. Yet here we are zipping commanders instantly across the galaxy, using unknown technology just for the sake of the game.

It's inconsistent, at best.

Either everything should be instant, or nothing should be. (ps I voted for instant ship transfer, just for the record).

Well.. there is a difference, though. Being able to 'Agent Smith' your way into crew that supposedly existed on the ship the whole time takes a bit of suspension of disbelief, yeah, but not more than what we have already with short range fighters being operated by tele-presence. The benefits far outweigh the drawbacks, imho. Then again I'm not totally married to the idea of having delays for ship and module transport either, although I supported that addition to the game.
 
It's inconsistent, at best.

What's consistent about having unlimited telepresence for you but 8 km for your fighter?
What's consistent about having myself in flesh and bone inside the srv and not sending my telepresence?

I'm sorry to say but we abandoned consistency a loooong time ago
 
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Just wanted to say I LOVE the instant transfer idea. The biggest hurdle to playing with friends right now is the time required to meet-up in the same system.

It doesn't even break immersion. We have faster-than-light, instant communication and robots/clones and drones, so it's all good.
 
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