The solution is simple:
Rewards and punishments stick.
The accessibility is just a poor and lazy implementation choice.
And if they really wanted to have people play together then at least be consistent about it. We have wings and money is split in three for three people. People have to be together in the first place. They can't just jump 20000ly to their friend just because they're in a wing.
And the results are clear. Multicrew, compared to wings is way overpowered, while wings are really only viable in groups of 2 at best.
Making elite an arcade game is not what I wanted from this. And it isn't what was promised to me. If you want instant teamplay, go play team fortress or something. I for one want to enjoy multicrew, not just have access to it across the galaxy.
The elite universe seems dead and disconnected through pictures on interfaces badly enough that you need to roleplay in your head to enjoy the game in the first place. Killing the fourth wall through such ridiculous implementations of features for the sake of accessibility is not helping in the slightest.
So I recommend this:
- Increase payout for wings.
- Don't allow people to perform multicrew without actually being close to transfer to the other ship. (same instances, if not even the same station)
- Have your crew actually do something (useful and realistic), even in a freighter or explorer.
Also there is a big problem for progression skip. Someone with their sidewinder and 2000credits can just join some anaconda who than proceeds to kill a bunch of dropships and clippers in a RES, get a few millions within an hour or two.
Also a punishment system is long overdue. People just sit outside the stations eravate and lhs 3447 and kill the new players in their fully engineered anacondas and ferdelances, feeling great about themselves, with no reason whatsoever except to ruin the fun for other people. They get merely a few thousand credits of bounty, where they have millions in their account. Not only that, they can just jump into a sidewinder, fly into the station wall and all their bounties are paid for, paying virtually nothing for the rebuy.
And now it is even EASIER for those people. What the are you thinking?
Solution:
- Harsh punishments for commander kills. around 100k - 200k per kill, perhaps proportional to assets (not bank account balance)
- Superfaction wide bounties for commander kills, not local.
- Bounties sticks even after death if not killed by another player.
- Easy to access bounty list with location and ship information
Although of course that would be abused as well. Those griefers would just have their friends kill them, and even get a big reward out of it.
- Bounty is subtracted from the commanders who are killed.
Issue fixed.
Why not just consider how these things would work out in the "real world". I say this in a manner of "the justice system doesn't have time for your real world".
How do people get put on as crew in the real world? They are hired.
So first off what goes into hiring someone? You want to look into their past performance. I think it would be a great idea to implement a record for each player. This record is public and can be viewed by any player whose ship that particular player is looking to come on board from. What do we want to know for this Record?
1) How much money has this person earned on past ships
2) How many fines have been accrued while on another persons ship. (this includes all fines accrued regardless of whether crew member takes those fines when he leaves)
3) References. This is a small section that Commanders who have hired this crew member can supply a simple rating and a limited character set as a description.
4) Detailed report on how money was rewarded to player on missions
5) detailed report on how Money was fined aka reasons for fine.
This could be done with a window with 3 tabs. tab 1 contains 1 & 2, Tab 2 contains 2, and tab 3 cantains 3 & 4.
This way players can make more informed decisions about Hiring people onto their vessel which is something I would want when I make these decisions.
Like the real world this system can be gamed by have friend cmdrs giving positive reviews so that he can troll but that's a risk and it's a risk that can happen in the real world.
It's a risk to take one a person without a record too just like it is in the real world. These things are all IMO part of what it should be like when hiring a crew. It's a social paradigm one must navigate.
As for reward duplication, I think that is a bit lame. I'd rather see a compromise where a ship with any crew get's a bonus Percentage of say maybe 150% over all instead of 100% and from there on hiring the crew takes a percentage of that reward. i.e. Cmdr could off 33% reward and that would mean any reward given the crew would see 50% out of that 150%. or the cmdr could offer a higher percent and cut into his own cut of the reward.
There's a lot I could expand on here but I my main idea here is to allow the players tools to self govern the system. Governing out of popularity
Last idea I want to get out there. Getting to join via Telepresence is cool but easily abused with a group of friends all online. I could see some guy getting attacked and he calls for help and suddenly he has a full manned crew.
In my opinion I think anyone who wishes to hire a crew must pass the following criteria.
--Be out of combat
--be out of supercruise or witch space.