News 2.3 Dev Update

FINALLY, the update everyone has been waiting for since the game was first in beta.
I've already started recruiting co-pilots from our clan.... people who have the game but have never played it because of lack of team-work and group based work.

I can see the player base increasing exponentially with this new update. New pilots can jump into co-pilot seats to make some money and get out of their sidewinders very quickly.
It's also a great training tool to get new pilots into the game and teach them the ropes and get them off on their own as well.

Keep up the good work Frontier.

My only question would be, can co-pilots jump into SRV's while the helms-man stays in the ship and scouts from the air ?
 
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Those thoughts were also going through my head this evening.

What about, for example, the Distant Stars Expedition - someone could in theory (if exploration credits are awarded to crew members) telepresence to a ship in that area - the pilot of that ship then does the ol' scanneroonie - you then un-telepresence back into the bubble. Do you have exploration scans to sell too?

Logic might suggest that only the pilot of the ship has that scan data - and the profit share will only happen when they sold the data, so that might be the case here. Then again this is FDEV :p

*Hears sounds of frantic re-coding* ;)


I brought up these, and several more questions a bunch of pages ago...what about first discovered tags? Do these payouts count towards Elite Rankings? I mean, if they do, then a player could become Elite without ever even leaving their starter station once. What happens if I have a bunch of data, jump into someone elses multicrem, and then we get blown up...do I lose my data?

I can also see the new meta-de-lance...when the next Steam Sale hits, get a couple extra copies, load them up in a virtual box, or spare laptops...boom pay to get two extra pips...
 
Thanks for the Dev update, looking forward to these new toys!

Hey, I've got a question: Can a crew member pilot an SRV instead of a fighter? So you could have for instance a crew member in your SRV while you are on main ship to attack a planetary base.

I really hope they can do this, it would be so cool!
 
Teleporting... not a big fan.
I get where this comes from and it might be needed for practical reasons. With restrictions I can support this. Say a couple hundred light years max... maybe.
But over several thousand light years? Like between the bauble and Colonia? No way, that's just... too much.

And on the other hand... I would like this teleport "feature" to be entirely optional. As in if I want to I could meet up with my buddy at the same station/port, physically board his ship and we both fly out to whereever.... and if out there is a station with a shipyard I can get off his ship and stay there (in the default "loaned" sidewinder).
 
if you own one can not do without, telepresence should be a module, where the Class A is the one that allows more distant links (max 1000ly). But not a special module, but a normal form, so as to balance the fact that anyone who does not use it must dock at a station for the multicrew ...

and to all those who will say:
Geee ... another module !!!

I reply:
what have you against the modules ??
 
I don't have time tonight to read through this threadnaught, so apologies if this has been convered already.

Really looking forward to this, but I would love the ability to give my crew access to navigation and communication. I primarily run missions and passengers on a Type 7, and my son was looking forward to assist me in navigation and passenger management, as well as things like requesting docking clearances. Would it be possible, either initially or in later iterations, for the commander to allow access on a case by case basis to the left and right screens, as well as the coms screen?

Also, I'm surprised that crew access to SRV isn't mentioned. Can crew members take your SRV out for a spin?
 
This concept makes mining in multicrew useless[...]

Three words: turreted mining lasers

Also, it's interesting that the cross-galaxy-telepresence-is-bad crowd aren't complaining about the existence of youtube videos and screenshots that show content from the other side of the galaxy to People Who Haven't Been There.
 
I'd feel a bit gypped if having traveled to Beagle Point the long way, only to click my fingers and have my mate magically teleport into the seat next to me the lazy sod! LOLZ!
Very gamey indeed. :D

Oh well here's looking at other interesting changes by Frontier and not their headline act.
 
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Kuods to Frontier on another expansion, but honestly, my opinion (as a long time player, and one who has even bought... a skin in the store!) is that this is wasted effort. Wished Frontier focused it's resources on adding 'depth' to the game, more things to do.. perhaps also fixing bugs, and/or making Quality-of-Life improvements (removing repetition, etc).. not just more people in one ship doing the same things we can do more. Hopefully this plants the seeds for the future, but based on the dev update and the published updates alone... disappointed... hopefully there is more they have not revealed. hoping....
 
if you own one can not do without, telepresence should be a module, where the Class A is the one that allows more distant links (max 1000ly). But not a special module, but a normal form, so as to balance the fact that anyone who does not use it must dock at a station for the multicrew ...

and to all those who will say:
Geee ... another module !!!

I reply:
what have you against the modules ??

Additional new modules to the game penalize small and medium ships. That's the biggest issue with your suggestion.

Also, I'm surprised that crew access to SRV isn't mentioned. Can crew members take your SRV out for a spin?

We don't know yet, but the obvious absence of it in the OP suggests that crews driving the SRV might not be a thing for multicrew.
 
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WOW.. what a watered down vision of multicrew. Holy crap. Its about as advanced as our current "honk to explore" mechanic. I guess I shouldn't have expected anything that would make it interesting.

That's because combat is the focus. It's the focus of every point update since 1.0, even in 2.0 the Horizons update added tons of planetary combat content but zero explorer content for those surfaces. None. Lots of surface to drive around on but no gameplay to do with them.

Combat is always the focus. It's beginning to greatly sour me on the game in all honesty, it's far past time to give some other aspects of the game the same attention that combat has gotten for two years now.

Yeah, it's getting a little absurd. Not a single non-combat role in multi-crew? You couldn't even make 1 work, FD? Come on.

Another genius. I know that this is a game.
You who think that it must be ugly



ehm...what do you mean??



? i hear a lot of come out of your mouth

The point is that this isn't a hardcore sim. It never has been and never will be. This isn't DCS, you have to accept that and not try to bend every proposed feature to your will at the cost of the rest of the community.
 
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Thinking more about Frontiers 'vision' for Multicrew I can't help but think the design concepting started off with the loose idea of typical Elite-typical ships having crew that enable it to function, as the game came together the question then became how that design concept could take form in terms of game mechanics and what role it would play in the overall shape of the game..... and I think even Frontier are kind of at a loss at answering that question on how multicrew should compliment the game as it stands of now or even why it even needs to be in the game at this point given the range of basic activities in the game that are still missing essential things like any kind of player facing gameplay components to it (Exploration for example).

And so what is going out there as multicrew is less something that compliments the existing game, the spirit of that game and the points that have remained set in all other features up until now. But rather more something that is being whacked with a wrench to try patch up some holes that are felt might be detracting an audience that isn't really drawn to the core game but might potentially be sated with some casual grade intragalactic teleportation co-op given that they don't really actually enjoy the game all that much... then maybe 2-3 years down the line the tech and foundation set out in the initial implementation of multicrew may eventually get used for something that actual applies to the core game itself.


So in a nutshell..... Multicrew is a basic tickbox of casual loosely associated co-op behaviours to pass off as a crew component to the game for now, much like Powerplay is a pass off of meaningful player involved conflict.

Eventually there will be multicrew that applies to the core game experience and actual adds that 'crew' aspect to the game (once there are more actual components to the game for a crew system to associate with), the same way one day there will probably be a proper player involved conflict system applied to the core experience. But what's rolling out for now isn't it, and won't be for a very long time, for now it's just prototyping some behaviours in a way that's entirely removed from ever intending to apply to the core game outside of potential griefing concerns that need to be ironed out...

That and it's setting an entirely bad precedent and serves as fuel for instant-gratification audiences to start expecting everything to be tailored along the same end of the spectrum as these early co-op experiments... and I really hope that isn't the direction Frontier intend to take the game, as frankly it'll be the end of what makes Elite Dangerous, Elite Dangerous.
 
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so 2.3 multi crew feature is combat only game aspect. im a little disapointed that trading and exploring didn't get into it too.

on trading multicrew, other commanders can bargain profits towards destination ports as a minigame like the weapon special effect minigame on modding weapons.

on exploring, commanders could do multicrew quality detail scans with higher value then solo explorers scan values.

it can be easy. possibilitys are endless. and not that expensive to develop!
 
I can't believe the big outrage over the tele-presence feature! If you claim to want "immersion" and realism then perhaps you should enforce it upon yourselves and create a new CMDR every time you die!

The real issue should be that the multicrew feature is next to useless in any way other than combat. The gunner position I'm fine with, but fighter pilot seat?! We already have AI that can do that, plus they even state that anyone can fly the fighter from any seat! I want an engineer who can control power distribution and system repairs. Or a navigator to plan the next few jumps while in transit. Give them something to do! Also not being able to let someone else take over the helm is pathetic. If I trust someone enough to let them fly my corvette then I should be able to let them take the helm while I go take a ! WHERE'S THE IMMERSION!

All this update is going to do in my eyes is highlight the things we CAN'T do
 
Great info! thanks!

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



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.

Good point. Plus, does that mean someone can get hired on as crew, stick the commander with a wanted level, and walk scott free?
 
Sandro "No" Sammarco probably won't get this deep in the thread, but if he does try this on for size:

A great game ambassador mechanic would be a web based client that allowed CMDRs to give their friends who don't play ED access crew positions via a web browser login even if they don't own the game. You could even set it up such that they'd register with Frontier and when they buy the game, all the credits and such they earned crewing other ships would already be in their accounts.

I'm sure a number of purists in this community will decry this as heresy, thought...
 
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