Well, this dev update makes me at least hopeful that Frontier are starting to learn what QoL and game design mean. Even though iut sounds as if all multicrew amounts to, is the canonical implementation of taking over combat roles.
Here's the problem.
You being able to "teleport" onto another ship and experience what it is devalues exploration, and devalues the achievements that FD implement with stuff like Beagle Point Hatton station. Now you don't have to travel to such places by yourself...you just have to accept an invite from someone already there.
There is a problem with Immersion as far as the "Telepresence" aspect is concerned because it breaks the rules of the game universe. And to a large degree, with something like Multicrew, that is unavoidable. At the same time, you cannot form a Wing with someone who is on the other side of the galaxy so game restrictions on this type of activity already exist.
Frontier's goal here - of having an easy drop in type of activity where players and friends can easily work together - is good. It also already exists in the form of Arena. And if those friends are already interested in working together as multicrew, one might wonder why they are not involved in wings right now.
As I said - the goal is laudable. But the design you laud is actually poor.
The drop in drop out style of play FD are going for.....one can ask is it actually needed? QoL is important...but inconvenience within a game, operating within the games rules and constraints, is often what makes the game work for players. Beagle Point is an achievement because it is so far, away. I f anyone can see it simply by accepting an invite...will it be the same? Look at other games...World of Warcraft introduced flight early on in its life cycle. That was and is a huge QoL boost. It is also recognised by many as a huge mistake because it provided shortcuts and allowed players to bypass critical game elements and devalued achievements and activities such as exploring. There was no fun to trying to find new content when all you had to do was get on a mount and zoom up and over any obstacles. And ever since then, Blizzard have been trying to pare it back and players keep complaining about their efforts.
So - QoL is good. But it MUST be balanced against other factors.
What would the ideal solution - for immersion - be? Having each member of the multicrew be docked at the same station before allowing the invite to be made.
What about the drop in crowd Blizzard want to attract? Would a greater push on Arena help? Perhaps a CQC terminal on every station allowing you access to the local contests?
But yes…Arena is not quite the same as being on anothers ship. It has the drop in element, it has the same combat element as the multicrew that has been described, it can operate as a team but it doesn’t have the same work together on the same ship aspect.
So – what problem is this Drop In aspect, this QoL “improvement” trying to solve? The obvious one is that Frontier doesn’t want to make friends jump through hoops to play together. The counter is that such hoops already exist and no one seems to complain overly much about most of them.
So the other problem is that aspect where friends only occasionally meet up. Where they might be scattered and hundreds of light years apart. Where it would be inconvenient – time wise – for them to meet up. Where one might not want to disrupt what he is doing simply to spend ten minutes helping a friend. Where the intention is to avoid said players travelling hundreds of LYs simply to join a friend based upon a spur of the moment decision. Where CQC is not a desired option for them.
As I said, a laudable goal. But FDs solution has a very real impact on gameplay. Scenario….a player is in trouble. He invites two friends to join him. They do so. The ship gets an SLF, it gets a gunner and its get 2 power PIPs. Player beats the fight and his friends leave.
Is this type of scenario acceptable? I suspect, to many it would not be. Your QoL is having an impact on actual gameplay. And not necessarily a good impact.
So – let us say that having this drop in aspect is important enough to overlook at least some of the impact on gameplay. How should it be implemented?
Me? I would offer a new gameplay mode accessible from the main menu. The player would accept an invite and “possess” an NPC crew member. As for rewards….he would not get any credit, and it would be up to him to get a share of the reward from his friend. The game should set up a trade system between players, similar to the ship transfer, whereby credits and goods can be exchanged. Not instantaneously, with a delay, and it’d be more of an authorised transfer – one pilot giving goods and credits to the broker on his station, and the broker giving the recipient goods and credits from his store on the destination station after receiving the electronic authorisation and request to do so. At the same time, I’d also push Arena and make it more accessible, by allowing players to access it from any station, by limiting the contest to one of two maps (which may be an asteroid field) and allowing for NPC opponents. Let players interact that way.
This wouldn’t solve all issues with the system. And yes, it’d raise some of its own.
That leaves the actual mechanics of multicrew –which in this implementation are bad. Shockingly bad. Combat focussed with nothing for any other aspect of the game, duplicating already existing systems? Not good.