News 2.3 Dev Update

I'm again torn between the ''easy plug&play'' aspect and the '' I need to bleed to have fun'' side. Being able to travel from one ship to the other, while being in ''Telepresence''... I mean, yeah would probably cut our preparation time in half when we do something in group... but how? How can you explain that you magically appear on the other side of the galaxy... I'm torn...
 
Actually combat pickup SRVs or riot :D (Or rather "rescue SRV from hole"… Imagine if you could, from your SRV, invite someone to the helm of your ship to pick you up after you displayed great driving skills.)

What are you talking about? I'm sure no one in this thread has ever ended up rocking their SRV on its back like some sort of demented turtle wondering why no-one is helping.
 
I like all of ideas so far but it feels short to me in several aspects:

- The fact that only the owner can be at the helm as I don't see any reason why can I let a friend pilot my ship, knowing it could go bad
- No navigator/surveyor/non-combat role(s)
- Missed opportunity to create player-side rescue operations by allowing other SRVs to dock to our ship and physically transporting another player out of a rock (Bomba Luigi anyone?)
- I'm seeing cases of abuse when you can take turns making two friends earn money while they are sleeping or playing other games

I hope we can see more information soon and that any of these issues are, at least, considered for a future update.
 
Does multicrew just involve combat roles then, judging by the initial post? That sounds like a lot of fun, but I was also hoping for additional roles for other aspects of the game. For example a navigator, that can enhance your jump range/fsd operation speed (lower cooldowns), enhance your supercruise, have access to more detailed scanners, maybe heatmaps/better POI location on planets etc. Is multicrew limited to these three roles, or will there be more?

Hey. No additional roles, other than those outlined in the post :)
 
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.

Does this mean that those of us who only fly with ourselves and no other players are still limited to only one fighter...? I get this is a big feature but... that feels a little unfair on those people who choose not to have other players with them, especially as we have 3 slots for NPC crew already.
 
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There are a lot of ships that have massive bridges but only one seat (despite there being plenty of room for more). Will we see any changes in bridge layout to accommodate multicrew?
 
My only thought (echoing some in here already) is that being able to jump into somebody's ship even though your far far away might well lead to early burnout for some.

If it's TOO easy to go check out Jacques, Sag a and Beagle Point within a week, it takes the excitement away and (most importantly) takes away that part of a players journey. Admittedly folks would only really be cheating themselves out of things, but might it be considered to have a 500ly or 1000ly range you must be within in order to jump in? This way people can still play together generally, but there's no risk of somebody seeing all there is to see within a month and giving up on the game.
 
different types of multiplayer interaction is what the game is badly missing. This is a good step into the future of multiplayer games. Now... do you have anything worth playing/fighting for? Or just random encounters, as it stands now.
 
What are you talking about? I'm sure no one in this thread has ever ended up rocking their SRV on its back like some sort of demented turtle wondering why no-one is helping.
It doesn't even have to be like that, have you been on the bottom of a moderately sized caldera with uneven ground on a low-ish gravity ice world trying to get your ship to come down in a reachable position? It's not that hard to make bad decisions. Replacing two hours of frantic Skyrimming out of a crater with having a friend pick you up would be grand :)
 
So multi crewed ships can launch 2 fighters, and have additional power control and targetting options available? That's great if you have 3 friends to play Elite with. What if you're a lone player. Do NPC's get these options? Will I come across NPC Elite Anacondas that can launch 2 fighters? Will NPCs get the fire control and power benefits?
How can I get access to these as a lone player?
If NPC's don't get the options, then bounty hunting as Multicrew becomes a lot easier, if they do then the life of a lone player just got a lot harder. And if I can't use NPC crew to multicrew, aren't you basically forcing me into Solo mode in order to avoid getting my kicked by a multicrewed ship with all of its advantages?
 
Also as an addendum, are there any plans to include a systems / shields con where people can distribute systems power through shields and utilities, as well as possible enhancing certain shield areas (aft, port, etc.) while others weaken?
 
Sounds good, and a good way to entice new players to see what is possible later on in their game. Also a good way for explorers to take a break, and conversely to attract some company out in the black.

Not too sure about the firing missiles in any direction though, maybe a bit too overpowered, hopefully this is flexible and dependent on what happens during beta. Same goes for the fighters (which are already restricted to the more powerful ships anyway), I think we are reaching the point where NPC wingmen are making more sense here. Also, as others have said, wiping crimes probably isn't smart, although the criminal system is so toothless anyway it might not matter much.
 
However, as they share the benefits, so too do they share the punishments. Any crime that the ship suffers is applied to all crew-members 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.

From what I can tell from what's being said this is a three edged sword;
Point one (good point) If you join the crew of someone you don't know and they commit crimes - you can leave without being punished.
Point two (bad point) It can also be taken advantage of by people who just want to inflict damage, either against the NPCs or against other commanders. Some people are bad just for the sake of being bad. So loosing 100% of nothing is not going to be a deterrent.
Point three (bad point) If a unsavoury commander joins your crew and starts shooting police NPCs; they can then leave scott free leaving the helm pilot with the crimes.

In my opinion a better way to handle this would be "if you pull the trigger you get the crime".
This gives people not engaging in illegal activities on the same ship a chance to not be involved> The helm can eject a criminal, other crew mate(s) can leave. If a minute passes without either the helm and/or other crew-mates taking anti-crime action then the crime is applied to all of them - and no get out or jail free cards.

Edit: This is especially important if you guys really want "looking for ship/crew" to be a thing.
You point blank can't trust a stranger, you never know what they'll do. So you either have to mitigate this otherwise people just wont use it.
 
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