Thanks for the dev update, Sandro and Ed! Now for the nit picks...
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.
I am pleasantly surprised about this. This is a very good idea indeed, provided it is implemented well both on the UI and the backend level (as terrible LFG systems end up mostly unused).
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.
I kind of expected this. I get why you are doing this, and albeit it's quite gamey, I guess the LFG tool wouldn't be very popular without. I still would prefer a more "physical" means of entering another player's ship instead (e.g. by docking at the same starport, or ship-to-ship docking).
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.
I am very disappointed that the owner is always restriced to helm. Is this due to technical reasons or a game design decision? Because I can see plenty of reasons why the owner would want to play gunner or fighter pilots themselves, not always remain glued to the mother ship pilot seat.
Likewise, I would like to see the option to defer NPC fighter control to another player. This is a task especially suited for another player. Imagine a ship with 1 player at the helm, 1 player as a gunner, 1 player in a fighter as "fighter leader" also giving orders to the 2nd, NPC-flown fighter. Giving commands to the NPC with the bottom menu doesn't suit well to flying the ship anyway, so please reconsider this limitation at least, even if the owner=helm restriction ends up unshakable.
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.
Not a fan of this. It's a magical buff, essentially, an extra pip out of nowhere. Also has the risk for a new aspect of the PvP meta: idle sockpuppet accounts in crew member seats to add extra pips, similarly to many an MMO develops "buff bot accounts".
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.
I am not sure how that would function. Would the rebuy cost split between all present crew members, so everyone pays a share (then what if one crew member can't afford it)? Or does the owner pay it, but it is simply reduced by a certain percentage for each crew member aboard? In the latter case: idle sockpuppet accounts in crew member seats to reduce your rebuy cost.
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.
This is a terrific change and should be applied to wing members in their own ships as well.
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.
Oh wow, this quite clever. One thing to consider, however, is the potential impact of trolling: player A opens their ship for LFG, player B joins them. B then uses the turrets to cause murder crimes, then drops out using the option to forfeit both profits and punishments, leaving A with a 7-day murder bounty.