News 2.3 Dev Update

I can't believe people are already trying to ruin this over the instant travel thing. Guys, when we die, we are magically transported to the last station we docked with, regardless of distance! Maybe we all are just playing clones.


Anyway, thanks for the update FDev. Let's see how it goes :cool:
 
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Ohhhh, I have a question: Can the turret operator also perform 360 scans whilst in super cruise? (That would be really handy).

360 USS and planetary scans could be good as well.

Also planetary composition and route plotting could be a useful co/pilot navigation feature although I realise that not part of the current plans.
 
Sounds like Hitchhikers Guide to the ED Universe to me.

The hitchhiker should be able to get off at the station the ship they're on is parked in. At least the hitchhiker can get any ship they own to come to them.
 
Honestly I hope the unlimited teleportation doesn't get explained as telepresence. In fact this shouldn't be explained at all.

And this is coming from a guy who fought for logic in the fighter construction and use as well as time delayed ship transfers.

We've come to a divide. if we can telepresence across the galaxy to control a fighter, why leave your sofa to make billions? Why can fighters only telepresence 30k away from the mothership that is 30KLY away from the pilot?

I've long suggested that we can CQC from our ship regardless of distance, but explained it in a Call of Duty find of way. All the combatants are running the same sim program, contained locally, and only tiny bits of data such as ship position and weapons fire need to be constantly transmitted (using whatever quantum entanglement that allows us to talk to one another in real time regardless of distance). Bits of data, at most. But that no longer holds when you consider that you need full sensory input being transmitted in real time for this kind of crew immersion.

Anyway, I fully approve of the mechanic. It's completely necessary in the name of fun and accessibility. I'm just saying from a lore point of view NO explanation should be attempted. Accept it for what it is and just leave it up to the players to explain it to themselves if they want to. If it bugs you, dock at a station first and assume you hopped a shuttle to meet up with you buddy or take on that crewman job. If you can't dock, assume it's not you on that ship. Take a break from being you and be someone else. Whatever floats your boat.

But I dont see a satisfactory lore explanation arising from this, so don't bother trying ;)
 
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I lost interest in multicrew all together 6 months to late and a poorly thought through implementation .

so many examples out there . and they come up with an idea that's not even worth a 5 euro game.

they will loose a lot of players when the new multi crew games come out in march and april.
 
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...
Especially when it's all about "Commander, you're reaching out maximum telepresence range! Turn or we're loosing that fighter"
Unthoughtful.
 
Greats stuff. Have been have some fun with a pet project for multi crew and slf for casula players looking for adventures. It's bee a success in its alpha phase and I had a feeling now was teh time to reboot just before teh beta. Take a look here if you are interested. Most importantly this is for nice folk, casual player, old times, new players and folk who can leave ego in the happy box.

https://forums.frontier.co.uk/showt...ies-in-civil-wars-Looking-for-something-to-do

Multi crew is looking like it could be really good fun and bring players together and build a stronger ED community.

All smiles.
 
So, let's say, I'm back at a black hole near the center of the galaxy with my Beluga, I can call a friend to share the view with me and he will be teleported on board? I don't know what to think. In fact, I think it's great for gameplay but horrible for immersion. I'm not for magic teleportation, I think both players should be at least on the same station before departure. Also, for combat, will we see a new meta with all turrets ships and 2 humans on boards? Looks like unbalanced for me. NPC crew should be released at the same time as multi human crew for balance.
 
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I have a really bad feeling and you can all rip me a new one lol. But I really hope that the game coming to play station isn't going to turn it into an arcade game? Just to keep ps players happy. That's my 2 cents.
 
Hi everyone,

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.
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Sounds like a completely new way to combat log.
 
I am looking forward to seeing what "other" sauce is planned for v2.3.

As previously noted, those not specifically interested in hosting others in their ships/joining other ships and playing that mechanic may not really see a benefit of v2.3 from that angle. However, real curiosity is "what else??" is coming in 2.3?
 

Darth Raijiin

Broke his phone.
I lost interest in multicrew all together 6 months to late and a poorly thought through implementation .

so many examples out there . and they come up with an idea that's not even worth a 5 euro game.

they will loose a lot of players when the new multi crew games come out in march and april.

I really appreciate your well thought out argument. It adds so much to this forum of amazing ideas, please tell me another of your amazing ideas?
 
Wasn't there a navigator role planned initially? Someone who could operate the galaxy map, plot courses etc. while the pilot just flies the ship? Would definitely be an improvement for explorers. (the current roles seem to be solely focused on combat related gameplay - again :()

We don't know yet whether other crew members can access the galaxy map or not (including the "observer"). I really don't think there needs to be a specific position for navigator, because 90% of the time it'd be boring and there'd be nothing to do. If other crew members can access the galaxy map and plot a course, then it completely eliminates the need because you can have your gunner/fighter plotting routes while they're not fighting.
 
I'm guessing that these were the simple roles to implement, and hope we'll get more later (esp. Navigation type ones)

I have another question - if I'm wearing a VR hat and get up and wander around, will the other players see my character wander around the bridge/cockpit?

Also I hope that the number of seats we see in ships is what we'll get for crew - i.e. you can start having friends join you as early as getting an Adder.
 
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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New camera system? WOW! FDev seems to listen and learn. As well as the double the income for making group fun not a punishment (Wings) but more of a fun you want to be part of.

So far, great!!

As for the game balance. Piew!!! Not sure if these massive advantages of multicrew ships will not bring a huge imbalance to the game. The Engineers just got "powdered" down, so I hope encountering a multicrew ship will not give me the same situation as The Engineers Insta Kill FdL's with their shield piercing torpedos.

But so far, sounds great.
 
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