I've been playing Elite since the beta, and my friend started playing early on. We've dreamed of multi-crew and we were pretty disappointed reading what it's going to be like. I post in hopes that if enough people agree, maybe Frontier will adjust course.
Simply stated, our vision of multi-crew is co-habitation, it's partnership, it's co-owning a ship. Our vision is that you trust your crew with your most prized possession, your ship. If they wreck it, you're not mad because you have that level of trust in them.
It seems like Frontier's vision is a plug and play pairing with strangers.
Let me explain why Frontier's vision seems to me detrimental.
Your ship is everything in Elite. It's not something I'd want to hand control to someone I don't trust. If the vision is for me to play with strangers that could troll or be incompetent, safe guards must be implemented. These safeguards seem to me so limiting that instead of co-piloting a ship like a good Star Trek (or any other good sci fi) show, it's just spectator mode. (What if the troll fires at a clean ship, at a station while I'm docking?)
Adding an additional power pip per crewman is fake / boring depth. If I get three crewmen and they add a pip, they can go use the restroom and their job is done. Someone can K-warrent scan a ship and then do nothing for 5 minutes. Are crew-manned turrets better than computer aimed turrets? All of these sound like they are monotonous jobs with large amounts of downtime.
Compare that to a system based on trust:
These situations offer real, dynamic gameplay; something infinitely more engaging than distributing a bonus energy pip or simply doubling bounty value gain. This seems like the goal and point of multi-crew, and what I've been dreaming about. Why do so much of this work just so you can fire turrets that already aim at the enemy, and have stronger (360 degree) scans. It sounds like instead of embracing existing mechanics, they're just simplifying them so that a body feels useful.
I sure hope I've misunderstood and we'll actually be getting a really involved multi-crew experience.
Simply stated, our vision of multi-crew is co-habitation, it's partnership, it's co-owning a ship. Our vision is that you trust your crew with your most prized possession, your ship. If they wreck it, you're not mad because you have that level of trust in them.
It seems like Frontier's vision is a plug and play pairing with strangers.
Let me explain why Frontier's vision seems to me detrimental.
Your ship is everything in Elite. It's not something I'd want to hand control to someone I don't trust. If the vision is for me to play with strangers that could troll or be incompetent, safe guards must be implemented. These safeguards seem to me so limiting that instead of co-piloting a ship like a good Star Trek (or any other good sci fi) show, it's just spectator mode. (What if the troll fires at a clean ship, at a station while I'm docking?)
Adding an additional power pip per crewman is fake / boring depth. If I get three crewmen and they add a pip, they can go use the restroom and their job is done. Someone can K-warrent scan a ship and then do nothing for 5 minutes. Are crew-manned turrets better than computer aimed turrets? All of these sound like they are monotonous jobs with large amounts of downtime.
Compare that to a system based on trust:
- Two guys on a long exploration mission. One plots the route while the other executes the jumps. The co-pilot takes over while the pilot uses the bathroom. Or a group of friends take shifts in one asp to reach some distant destination. The non-pilots monitor modules, plan routes, and research scoop-able stars.
- My buddy uses his flight stick and throttle to perform dog-fighting, while I manage power and systems. "Flight path alpha!" He shouts, which means I need to throw everything into engines while he flight-assist-off barrel rolls behind the enemies. Then I jerk all power into weapons and shut down everything from life support to the cargo hatch to prevent the overheat as he gives the enemy all the lasers we have. I can't manage my modules very well in a fight, but if that's all I had to do while my buddy is doing the driving, I could get a lot done.
- A crew of three or four have to fight over and declare exact responsibilities so the ship runs efficiently without crewmen stepping on each other's toes.
These situations offer real, dynamic gameplay; something infinitely more engaging than distributing a bonus energy pip or simply doubling bounty value gain. This seems like the goal and point of multi-crew, and what I've been dreaming about. Why do so much of this work just so you can fire turrets that already aim at the enemy, and have stronger (360 degree) scans. It sounds like instead of embracing existing mechanics, they're just simplifying them so that a body feels useful.
I sure hope I've misunderstood and we'll actually be getting a really involved multi-crew experience.