Out of curiosity can I ask what people think NPC multi-crew would actually bring to the game (aside from plonking an avatar in that empty seat and/or adding some kind of statistical ship buff due to things like the extra pip).
The thing is, would having an AI controlled NPC crewmember operating my turrets be any different from having an AI controlled gun mount operating my turrets? Errr - no?
And we already have AI pilots flying our SLFs so the only difference here would be that we could have two (so just another combat buff really, not actually any more gameplay).
P.S. I've probably missed something glaringly obvious ... that's cool, if someone could just point it out to me.
Quite a lot of it were done correctly.
Frankly....I think it was blatantly obvious FD would implement multicrew in this manner.
I also think it is a lazy way to do so...with many ramifications for gameplay and balance...such as the Pay to Win scenarios people have mentioned.
In short....this is a good idea but a bad system. It adds artificial buffs...it takes control away from the player....the C&P forgiveness scheme is poor...it doesn't provide players with enough to do....and more.
As for NPC multicrew....they could, if implemented properly, add a lot of gameplay.
Hiring and firing....dressing them and their cabins....training and management...skill development.....interaction...bonuses and extra gameplay.
There's a lot than can be done with NPCs.
Imagine you need a gunner. You select from a list of NPCs.
He takes up a cabin in your ship. He has stats and skills.
You can assign him duties. You can manage his training to improve his stats and skills. If you assign him to a new role he can learn and develop new skills.
Skills provide bonuses.
A trademaster gives you a 5% bonus on sales
A cargomaster gives you a free cargo boost
A PR rep gives you extra Rep gain
And so on. You can customise his look and his cabin.
And so on. For the player interested in aspects like this, NPCs can provide days of gameplay.