News 2.3 Dev Update

Really couldn't give a stuff about multi-crew (sorry, had to get that off my chest somewhere, that'll be the last time I promise) but I just wanted to say ... YAY! The very welcome return of Dev Updates. Thanks Sandro, much appreciated.

So totally agree with this. Thanks for the Dev Update Sandro and Ed! I do hope they keep coming, even if they only come out monthly.

Z...
 
Posted elsewhere, but if this is the thread the Dev's wade through;

I'd love to see a means of limited clients added to a main game account that allowing my kids/ others to operate fighters and SRV's solely from my main ship - in fact it would be the only reason I'd trade up from my Python TBH.

Letting them operate turrets is fun too - but distinctly limited appeal when compared to operate fighters and SRV's independently.
 
Another observation? Am I correct in this?


So CMDR X is flying back to Jamesons in his exploration Asp...

One of our much valued gank squads, utilising the deep PvP mechanics/gameplay available, interdicts CMDR X to mindless destroy him for no reason - He's faced with say a 12 player gank squad in 4 engineered ships attacking him of course for some deep and meaningful ingame purpose/outcome.

Anyway, at the end of todays fun and meaningful lolz, the gank squad logs off and for 8 of the CMDRs involved, at the press of a button they don't even have to accept the already petty punishments the game imposes for their activities? ie: Now they face no penalties at all?

I like how people always find vectors for spouting griefing hysteria.

I'll side with you though if it means knocking out this obnoxious power creep. Well, less of a creep, more a F1 race.
 
Out of curiosity can I ask what people think NPC multi-crew would actually bring to the game (aside from plonking an avatar in that empty seat and/or adding some kind of statistical ship buff due to things like the extra pip).

The thing is, would having an AI controlled NPC crewmember operating my turrets be any different from having an AI controlled gun mount operating my turrets? Errr - no?

And we already have AI pilots flying our SLFs so the only difference here would be that we could have two (so just another combat buff really, not actually any more gameplay).

P.S. I've probably missed something glaringly obvious ... that's cool, if someone could just point it out to me.

I can think of several things-though the avatar would be enough for me.

-Gunnery Officer: Yes, sure your turrets are already automated, but with an NPC gunner, you can hot-swap between the helm & the turreted weapon(s).

-SLF Con Officer: like with PC crew, the option to launch *two* SLF's-possibly whilst leaving a third crew-mate piloting the mothership.

-Tactical Officer: An NPC whose role would be to deploy secondary systems (ECM, Shield Cell Banks, Chaff, Heat Sinks), Shift shield strength to parts of the ship that are under the heaviest fire & changing target priorities for you based on which ship poses the most threat (or is the easiest to kill).

-Navigation Officer: The Commander could create a number of "Way-points", at the system level and/or within systems, which a navigator could plot a course to automatically. Navigation Officer NPC's might also be able to reduce fuel costs for your travel, by doing it more "efficiently".

Engineering Officer: They can run diagnostics on your systems to squeeze improved performance out of them. They can manage heat/power use for things like Silent Running or Boosting Super Cruise speeds. They can also do reboot/repair for you during combat situations.

Science Officer: They can improve the scan ability of regular scanners, surface scanners & discovery scanners. They could also take scan data (from USS's, PoI's, Exploration, NPC ship scans), put them through a science module, & gain some kind of benefit from doing so-increased exploration data pay-outs, clues about the Thargoid/Guardian mysteries, info about persistent PoI's on planetary surfaces, mission tip-offs & things of that nature.

Those are the ones that immediately come to mind, & all positions that could benefit from having either a human or an NPC in the seat.
 
Looks nice. Gunner and extra fighter pilot for my Anaconda sounds good. Telepresence is well thought to make multi crew working. Now I need to get some friends [wink]

Question though: Can my friend with only the base game multi crew my ship, or does he need Horizons?
 
...

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.

Really liked this part. [up]

Mostly because I'm pretty vain. ;)

It'll be nice to have a better look around my ships.
 
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All sounds nice, though I won't be multi-crewing.

I'm more interested in performance fixes, I haven;t been able to play any Horizons content since 2.2.0.3 landed because of the fps tanking and hitching....
 
Ed, Sandro and whoever else Dev-wise is reading this thread.
I have an observation to make that can feature as a question to be asked on Livestream:

In this Dev Update it mentions 3 multi-crew roles - Helm, Gunner and Fighter Control.

HOWEVER, in the artwork posted on Zac Antonaci's thread here, there are some discrepancies to this arrangement.

Observe
multicrew-original.jpg


Here I can see Helm on the left at the front looking absolutely normal.
On the right at the front I can see the Gunner, which looks like a really cool interface concept.
At the back however is this guy:

vKklFNj.jpg


This guy is not controlling fighters.
In fact, I don't see any fighter control at all. This guy is most definitely controlling ship defences/shields, which is a role that is not listed in the Dev Update.
Why the discrepancy? What's that guy actually doing? Will there be a ship defences station allowing control of shields that has deliberately been left out of the Dev update? Is this a very early concept that has since been abandoned?

I'm sure we would all appreciate some clarity, especially considering there were only a few days between Zac's teaser thread and this one.
 
I can think of several things-though the avatar would be enough for me.

-Gunnery Officer: Yes, sure your turrets are already automated, but with an NPC gunner, you can hot-swap between the helm & the turreted weapon(s).

-SLF Con Officer: like with PC crew, the option to launch *two* SLF's-possibly whilst leaving a third crew-mate piloting the mothership.

-Tactical Officer: An NPC whose role would be to deploy secondary systems (ECM, Shield Cell Banks, Chaff, Heat Sinks), Shift shield strength to parts of the ship that are under the heaviest fire & changing target priorities for you based on which ship poses the most threat (or is the easiest to kill).

-Navigation Officer: The Commander could create a number of "Way-points", at the system level and/or within systems, which a navigator could plot a course to automatically. Navigation Officer NPC's might also be able to reduce fuel costs for your travel, by doing it more "efficiently".

Engineering Officer: They can run diagnostics on your systems to squeeze improved performance out of them. They can manage heat/power use for things like Silent Running or Boosting Super Cruise speeds. They can also do reboot/repair for you during combat situations.

Science Officer: They can improve the scan ability of regular scanners, surface scanners & discovery scanners. They could also take scan data (from USS's, PoI's, Exploration, NPC ship scans), put them through a science module, & gain some kind of benefit from doing so-increased exploration data pay-outs, clues about the Thargoid/Guardian mysteries, info about persistent PoI's on planetary surfaces, mission tip-offs & things of that nature.

Those are the ones that immediately come to mind, & all positions that could benefit from having either a human or an NPC in the seat.
So grade 5 engineered ships, already operating at nigh on 100+% improved damaged/health, would now get raised buffed by adding NPC crew?

I assume we'd be able to train/augment these NPC crew to improve the amount they improve our improved performance?


Why the discrepancy? What's that guy actually doing?
If you look carefully, you can see he's just got a single button infront of him? It's got something like "Cargo Hatch" or something written on it?
 
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72 Pages to read... Camon people, I read the first 10 more or less and then I quit.

So many people crying... noo immersion is broker, why telepresence ahhhhhh, Elite will lose a lot of players...

If you want immersion, so you don't use multicrew. Stop.
If you want to play in group and are you part of a Corporation, so Multicrew is absolutely good.
 
On that note, any future science officer type roles and game content and mechanics for explorers?
 
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Ed, Sandro and whoever else Dev-wise is reading this thread.
I have an observation to make that can feature as a question to be asked on Livestream:

In this Dev Update it mentions 3 multi-crew roles - Helm, Gunner and Fighter Control.

HOWEVER, in the artwork posted on Zac Antonaci's thread here, there are some discrepancies to this arrangement.

Observe
https://forums-cdn.frontier.co.uk/images/misc/multicrew-original.jpg

Here I can see Helm on the left at the front looking absolutely normal.
On the right at the front I can see the Gunner, which looks like a really cool interface concept.
At the back however is this guy:

http://i.imgur.com/vKklFNj.jpg

This guy is not controlling fighters.
In fact, I don't see any fighter control at all. This guy is most definitely controlling ship defences/shields, which is a role that is not listed in the Dev Update.
Why the discrepancy? What's that guy actually doing? Will there be a ship defences station allowing control of shields that has deliberately been left out of the Dev update? Is this a very early concept that has since been abandoned?

I'm sure we would all appreciate some clarity, especially considering there were only a few days between Zac's teaser thread and this one.

Concept artwork almost never aligns with actual content. In any industry.
It's a concept, an idea. Always subject to change. :D

That picture dates back to, at least, Newsletter #104 ( around mid-Dec last year ). :)
 
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Ok, so it will be content for combat and multiplayer only. I expected to be disappointed, but i also expected that there will be at least something in for other roles than combat/multiplayer. Meh! Sorry, for being negative. But i guess i have to way for another season to see any improvement in the exploration/trading area.
 
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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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.

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What about use that advanced sensor system to scan when out exploring so one ship can explore two objects at the same time? Payment for exploration data should pay out when ship dock and hand in the data to all commanders in the ship when scanned.

Will a ship be able to land and deploy srvs for all the crewmembers?

Defiantly look forward to this update, create work��

- - - Updated - - -

will the asp explorer be crewed?

Probably, two seats showing.

Interesting if we will be able to sit in other positions to pilot the ship, would like to sit in the lower char when searching on planets.
 
Another observation? Am I correct in this?


So CMDR X is flying back to Jamesons in his exploration Asp...

One of our much valued gank squads, utilising the deep PvP mechanics/gameplay available, interdicts CMDR X to mindless destroy him for no reason - He's faced with say a 12 player gank squad in 4 engineered ships attacking him of course for some deep and meaningful ingame purpose/outcome.

Anyway, at the end of todays fun and meaningful lolz, the gank squad logs off and for 8 of the CMDRs involved, at the press of a button they don't even have to accept the already petty punishments the game imposes for their activities? ie: Now they face no penalties at all?

Seems to be the case, from the limited information presented in the OP.

But it's all good, for this arcade game. No need to worry about it.
 
Another observation? Am I correct in this?


So CMDR X is flying back to Jamesons in his exploration Asp...

One of our much valued gank squads, utilising the deep PvP mechanics/gameplay available, interdicts CMDR X to mindless destroy him for no reason - He's faced with say a 12 player gank squad in 4 engineered ships attacking him of course for some deep and meaningful ingame purpose/outcome.

Anyway, at the end of todays fun and meaningful lolz, the gank squad logs off and for 8 of the CMDRs involved, at the press of a button they don't even have to accept the already petty punishments the game imposes for their activities? ie: Now they face no penalties at all?

Another reason to avoid open unless you are very social and have so many friends someone is always there to join up at any time.
 
To the devs.

For 'telepresence' to keep being used as an effective way to explain things in game a separate model should be used to help the lore/immersion concerns.

This way a generic artificial construct can be standing on the ship in place of the full characters in game model. Unless of course in lore we have full holographic capabilities able to shroud the constructs appearance to look like the commander in question or full printing capabilities to make the construct a replicant, which opens up a whole new realm for authors of Elite fiction. :D
 
Ed, Sandro and whoever else Dev-wise is reading this thread.
I have an observation to make that can feature as a question to be asked on Livestream:

In this Dev Update it mentions 3 multi-crew roles - Helm, Gunner and Fighter Control.

HOWEVER, in the artwork posted on Zac Antonaci's thread here, there are some discrepancies to this arrangement.

Observe
https://forums-cdn.frontier.co.uk/images/misc/multicrew-original.jpg

Here I can see Helm on the left at the front looking absolutely normal.
On the right at the front I can see the Gunner, which looks like a really cool interface concept.
At the back however is this guy:

http://i.imgur.com/vKklFNj.jpg

This guy is not controlling fighters.
In fact, I don't see any fighter control at all. This guy is most definitely controlling ship defences/shields, which is a role that is not listed in the Dev Update.
Why the discrepancy? What's that guy actually doing? Will there be a ship defences station allowing control of shields that has deliberately been left out of the Dev update? Is this a very early concept that has since been abandoned?

I'm sure we would all appreciate some clarity, especially considering there were only a few days between Zac's teaser thread and this one.

Dude it's concept art.
 
Hi everyone,

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.


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Will this feature give a brief detail about the type of activity the player is looking to do? It would help to match play styles of CMDR's, to avoid someone looking to explore ending up in a combat zone and visa versa as one example :)
 
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