News 2.3 Dev Update

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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Great info! thanks!

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

But when a Commander leaves or ends a session, the crew will have the option of avoiding taking the crimes with them,

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.
 
Sounds awesome, guys. 3 carbon based lifeforms per ship sounds like a formidable foe.

Question: What does ship re-buy for each crewmember mean?
 
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The extra 'pip' sounds interesting. I'd always thought of the pips as merely a way of assigning a certain fraction of your power to a given system (i.e. so there's no difference between 2 of 4 pips or 4 of 8 or 50 of 100 etc.) but the above makes it sound like the additional pip is actually more power through the distributor.

Even though I'm not sure I'll be multicrewing much, it sounds like there are some really good incentives for teaming up on one ship.
 
Oh neat, Freelancer-style turret control, that should make the bigger ships… entertaining :D

Almost makes me feel sorry that I don't play with others.
 
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.


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This part of the behaviour really needs a serious re-think I feel.

You're essentially outlining a system where crew can commit all the crimes they want on non-reward granting targets and then just walk away wiping the crimes with the only deterrent being they don't gain any of the credits they never gained in killing civilians/unwanted in the first place.

It simply doesn't work as a counter rule, and just sets up a grief-centric reward system.



Also the whole magical space unicorn transportation stuff really doesn't seem to fit into the existing rules of the game.... unless Frontier have plans to re-invent the entire premise of players in the Elite universe and make us some god-grade immortal EVE-clones that can just jump between bodies at will.

Otherwise, having people whisking themselves to the other side of the galaxy in the blink of an eye just to see the latest discovery of someone who actually took the time to travel, or to get involved in conflicts hundreds of thousands of light years away without any risk or investment is just going to be nothing but a negative influence on the game and bring the game closer to a market that frankly will get bored and stop playing a couple of week after each major update or popular reveal anyway no matter what you do.
 
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This looks sweet.

Especially glad that you can multicrew across the galaxy - will make it much easier to play with friends.

It's not magic travel anywhere - you don't get to stay with the ship you're multicrewing. (Which almost is a shame - would be interesting on long trips to swop pilot, or open the possibility of running a bus service to Colonia), but telepresence across the galaxy is a nice option, and I'm glad that FDev have gone for it.
 
This looks sweet.

Especially glad that you can multicrew across the galaxy - will make it much easier to play with friends.

It's not magic travel anywhere - you don't get to stay with the ship you're multicrewing. (Which almost is a shame - would be interesting on long trips to swop pilot, or open the possibility of running a bus service to Colonia), but telepresence across the galaxy is a nice option, and I'm glad that FDev have gone for it.

Hey Rax! I've seen it... it's awesome. I like the telepresence aspect of it. It's all a lot of fun.
 
Oh come ON. What do you want, a 3-day waiting period to play with a friend? Are you serious? This is an attempt to let people play together, and at some point it's enough with watching timers tick down while being unable to blaze your trail.

Multicrew transfer should also cost at least 50 million credits. Already creating the poll...
 
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So I've just read all this and have taken a moment or two to digest it.

Here's some things...

1) Can the main ships still wing up and still each be multi-crewed?

If so, then you'll have 4 ships, each more powerful than non-multicrewed equivalents, being able to launch 2 SLF's each. That's effectively 12 ship in one wing.

2) So if I'm in the bubble I'll be able to instantly multi-crew with a CMDR who at Beagle Point?

Is this telepresence? What's the lore explanation for something like this?

3) Given point (1) above, I can see endless possibility for ganking hilarity and popcorn. Buy more shares in salt mines. ;)
 
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