News 2.3 Dev Update

I'm sure he has oversight but ultimately I guess you don't hire people so that you can do their job yourself.

sure, and I'm not acquainted with him so what I could imagine of his tastes don't mean much. Still, I did not imagine the game heading in this direction, 2 years ago, and I sometimes wonder (when I'm really bored ) if he himself saw that coming.

Either way, I'm glad the game found success. That means we'll get more.
 
I don't have and don't want any friends. Will I be able to hire NPCs as crew members?
No. but I hope that will change.

There will be more to the update than just multicrew and an avatar.
So there will be other things , just maybe that not as ground breaking.

For example , the CQC update was not my cup of tea however I did love a lot of the minor content such as the salvage missions
 
I'm fully behind the "easy to get into a crew" mechanic... no sense in making this one aspect a challenge... I love the idea I can just sit there and play "crew roulette". I can use my imagination to figure out how people would get there (it would be cool if a shuttle delivered the new player to the instance, but whatever). This is a good call in my books.

I also think the crime/payout choice is fine... yeah people might abuse it, but hey, life is full of abuse- call it immersion. Sounds like a good compromise there.

That said, my BIGGEST hope is that they re-jig these roles a bit - it feels very much like combat is the focus. I'd love to see 4 "positions" always available, though a 2-man crew might need to role-swap on the fly.

I'd love to see these roles:

Captain - Helm, Steering, firing main weapons - basically the same gameplay as now.

Weapons - 3rd person, can fire all turreted/secondary weapons and perform scans, use modules- looks like this was nailed down well... but maybe, also can chose to "increase damage %" on a target and give the main helm a damage boost to primary weapons, so if you don't have turrets/missiles, you can still be in this role and help by buffing the helm's weapons.

Systems - Basically micro-manages power during combat with a chance to damage some systems if they fail with some kind of power-balancing mechanic (spinning plates mini game basically). Out of combat, person in this role gets a 10x scanning range, so this is the spot to scan from.

Engineer - fixes system problems by playing little mini-games and puzzles to boost different ship systems... so could play a quick 10 second round of tetris on his screen and restore 25% of the shield. Or play a small game of minesweeper to boost FSD range. Cut the right wire in the sequence and instantly get a new fighter remade.

The Engineer role might be fun as a "anyone can jump down there and solve a quick puzzle-game to get a specific boost and then jump back"... and while you could maybe scan planets from the gunner seat, you might want to switch to Systems to get that range boost. The point being that the 4 roles are always available on ALL ships, but you might have a 2-crew sidewinder and need to jump between the positions.

Would also be great to see an assignable "Navigator" designation that would allow whoever was designated to plot routes. Everyone should be able to access the galaxy map otherwise, but have no route plotting ability.

I'm a bit worried that outside of combat, the crew positions may feel very "observational" and not very active. I NEED this update to get some friends back playing the game! It's such an important update! Thank you, by the way, Frontier. I love this game.
 
I dislike being negative about this update already, but there are some VERY questionable decisions right away.

1) Owners being locked to the helm. WHY? Barring a technical reason, this is terrible. Exploring would have been great with this and it would have been really cool for combat pilots, too. You could be fighting and you could get into a SLF and your buddy could take over your ship. I just can't imagine why this is a thing.

2) The fighter con role is only for ships that have SLFs, so that cuts down a significant amount of ships that can partake in this. Also, the role itself seems very boring unless you're actively fighting.

3) Besides gunner, there's nothing here, really. People have already seen how limiting the fighter con role is and this just leaves one role. ONE. No exploring roles, no management role, nada.

So really, unless you're a combat pilot, there's nothing really interesting in multi-crew as a feature (keep in mind I'm saying this based on available information).

The one good thing is instant transfer, keep that.
 
"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."

A quick question about that one:

Does this only refer to receiving a bounty claim or combat bond or trade dividends (the moment the bounty or combat target is destroyed or the trade is made) or does it extend to mission rewards as well?

I'm asking because if the latter one is true and the "money copy" happens when the mission is cashed in... then there's a significant exploit opportunity if the ship's captain stocks up on 20 high reward missions (let's be very modest and say 5 mils/mission), completes them but doesn't cash them in, then invites 2 people onto the ship who now magically get 100 mils (20 missions active is the limit, right?) for nothing... 100 mils for the captain as well, he doesn't lose a single credit...

Just saying... not that the game is free of exploits...

Greetings,
Haggis McMoose
 
Last edited:
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'm fine with this as the purpose is to keep the bar of entry low. How is telepresence explained in the lore? It needs an official explanation.

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.

Okay, but when we can we get the other roles? Engineer and Counter-Measures?

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.

What kind of camera system? Please NO third person! Because that breaks immersion.


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.

Seconded. The owner of the ship should also have options to switch roles and it really needs non-combat roles and control 2 SRVs at once.

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.

Seconded, the player who instigates a crime should get it, not other crew members.
 
Last edited:
For the people wanting justification for the telepresence distance discrepancy between flying a nearby Ship Launched Fighter (within 30km or whatever it is) and the new scenario of being "virtually" on a ship across the galaxy...

Can't you, I don't know, for the sake of science 'fiction' rationalise it internally as "telepresence system to nearby slf requires very little ship power, but telepresence to a distant multicrew ship requires shutdown of all ship systems except life support & telepresence system"??
 
Magic transport anywhere... not so sure.

You transport, your ship does not.

- - - Updated - - -

I am going to guess that anything completed before the crew members got there doesn't apply to them.

"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."

A quick question about that one:

Does this only refer to receiving a bounty claim or combat bond or trade dividends (the moment the bounty or combat target is destroyed or the trade is made) or does it extend to mission rewards as well?

I'm asking because if the latter one is true and the "money copy" happens when the mission is cashed in... then there's a significant exploit opportunity if the ship's captain stocks up on 20 high reward missions (let's be very modest and say 5 mils/mission), completes them but doesn't cash them in, then invites 2 people onto the ship who now magically get 100 mils (20 missions active is the limit, right?) for nothing... 100 mils for the captain as well, he doesn't lose a single credit...

Just saying... not that the game is free of exploits...

Greetings,
Haggis McMoose
 
For the people wanting justification for the telepresence distance discrepancy between flying a nearby Ship Launched Fighter (within 30km or whatever it is) and the new scenario of being "virtually" on a ship across the galaxy...

Can't you, I don't know, for the sake of science 'fiction' rationalise it internally as "telepresence system to nearby slf requires very little ship power, but telepresence to a distant multicrew ship requires shutdown of all ship systems except life support & telepresence system"??

If we have telepresence system which can be used even at the furthest reaches of the galaxy, why does humanity even fly spaceships? Just drone it.
 
Wow ... and I thought that the "arcade" game was Star Citizen ...
This game is becoming more and more disappointing.

Geeee ... the instantaneous transfer is necessary for the fun !!!
or maybe the fun is to accept the rules of a consistent simulation.

Geeee ... ED is not a simulation !!!
Yes it is. In this case it is becoming a ugly one, but yes, it is.

I have a job That requires 60 hours a week + Family Responsibilities ...
What are you waiting for? stop playing or dismissed and divorced. It's not that I have to play a bad game because of your commitments.

Very pleased indeed to hear about the instant joining a ship for multi-crew. The less barriers to entry the better! This means That mulit-crew has something to offer everyone, even the deep space explorer. A great decision for sure!
... Bha ... please ... shut up!

I do not understand when Mr. Braben promotes scientific accuracy (and simulation) in favor of new "gameplay vectors", then when we see deployments so childish.
Iron logic and realism create thousand folds in which lie a thousand ways and interpretations of the style of play. On the contrary, a simplified system, created "to measure" on the player, can be interpreted in only one way.
A golden rule:
fun gameplay is when you have to adapt yourself to a game environment and not when the environment has to adapt to you.

Two souls. Maybe there are too many cooks in the kitchen ...
... Or maybe I'm too old ... Christ! I will die without seeing a decent game ...
 
Ok, good point... Er.... Ok, how about "we dont just drone it because the telepresence system is as unreliable as 20th century internet providers and lost/dropped connections would mean expensive unmanned ships flying into stars and planets"?
 
If I had friends I sure would not be playing this game with them. Since I have none you just made OPEN a place I will never visit.
 
Wow ... and I thought that the "arcade" game was Star Citizen ...
This game is becoming more and more disappointing.

Geeee ... the instantaneous transfer is necessary for the fun !!!
or maybe the fun is to accept the rules of a consistent simulation.

Geeee ... ED is not a simulation !!!
Yes it is. In this case it is becoming a ugly one, but yes, it is.

I have a job That requires 60 hours a week + Family Responsibilities ...
What are you waiting for? stop playing or dismissed and divorced. It's not that I have to play a bad game because of your commitments.

Very pleased indeed to hear about the instant joining a ship for multi-crew. The less barriers to entry the better! This means That mulit-crew has something to offer everyone, even the deep space explorer. A great decision for sure!
... Bha ... please ... shut up!

I do not understand when Mr. Braben promotes scientific accuracy (and simulation) in favor of new "gameplay vectors", then when we see deployments so childish.
Iron logic and realism create thousand folds in which lie a thousand ways and interpretations of the style of play. On the contrary, a simplified system, created "to measure" on the player, can be interpreted in only one way.
A golden rule:
fun gameplay is when you have to adapt yourself to a game environment and not when the environment has to adapt to you.

Two souls. Maybe there are too many cooks in the kitchen ...
... Or maybe I'm too old ... Christ! I will die without seeing a decent game ...

^ This.
 
"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."

A quick question about that one:

Does this only refer to receiving a bounty claim or combat bond or trade dividends (the moment the bounty or combat target is destroyed or the trade is made) or does it extend to mission rewards as well?

I'm asking because if the latter one is true and the "money copy" happens when the mission is cashed in... then there's a significant exploit opportunity if the ship's captain stocks up on 20 high reward missions (let's be very modest and say 5 mils/mission), completes them but doesn't cash them in, then invites 2 people onto the ship who now magically get 100 mils (20 missions active is the limit, right?) for nothing... 100 mils for the captain as well, he doesn't lose a single credit...

Just saying... not that the game is free of exploits...

Greetings,
Haggis McMoose

SHHH DON'T RUIN IT
 
Wow ... and I thought that the "arcade" game was Star Citizen ...
This game is becoming more and more disappointing.

On the ship operating side, and that one only, star citizen is definitely the hardcore one.
Surprising that he got such success, maybe casual/dumbing down is no answer after all?

Or maybe people just go with the CoD in space + shooter thingy. I wouldn't want to make such generalities though.
BUUUT it's not released yet, so we see the cost of more hardcore features : unreleased forever, even with hundreds of million dollars.
 
Last edited:
Geeee ... the instantaneous transfer is necessary for the fun !!!
or maybe the fun is to accept the rules of a consistent simulation.

It's just not appealing to force players to wait a couple of hours or days for another player to arrive from the other side of the galaxy to join a ship. That's why telepresence is the best explanation to make it fun for everyone. Most people don't have much time to play per day.
 
Last edited:
I'm really excited for this update. I can't begin to express how happy I am to hear that I won't have to wait to play with my friends. I don't care if it's immersive or not, it's just plain fun.
 
Back
Top Bottom