News 2.3 Dev Update

Hello Sandro.
With 2.3 coming in now I'd like to suggest an update to the multi-crew's PIPs
I saw in the video that the crew adds an extra PIP to the ship and that it can allocate it as they wish in the ship's power distribution. This is really amazing.

But I want to suggest a new way for this PIP to work.
When the steward is qualified as an gunner, his additional PIP must be allocated directly to the weapon. So even if Helm changes, there will always be 1 PIP in weapons.

Now, in the Gunner's own PIP system, his personal distribution of PIPs must be made directly on the weapons function as: Range, Damage, and Shot Speed ​​and Reload/Resilience

Range: increase the range of the weapon at the cost of decreasing the rate of fire

Damage:
increase weapon damage at the cost of reaching and heating

Speed: Boosts the firing rate and speed at the cost of precision reduction

So the Gunner would really be an expert on weapons with his own specific functions.

Its way too late for them to implement something like this, but i really like the idea a lot!
 
Its way too late for them to implement something like this, but i really like the idea a lot!

Yes, I know it's a little late, but now that I've seen the video I really realized it should have been thought from the beginning. I feel that the Gunner needs his specific job as an expert in weapons and that he can extract as much from proving his extra duties
He needs to have control of all the qualities of a weapon and extract the maximum of them, and Lock target, range, accuracy, cooling, firing rate, damage, recharge, all these functions must be at your fingertips
 
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Ed Lewis in the live stream did comment about posting today if they were on schedule. Hopefully they don't post it here as we'll never find it.

I find it a bit odd that he says that and.. Nothing.
Hopefully they havent encountered any probs with the beta..
 
https://www.youtube.com/watch?v=878GMTx8rak&t=2393s

At 52.45 he says they are still hoping to start beta this week, and he will post on the forum tomorrow (which is now today) to let us know

Oooooh:

"We'll talk about the beta, and how it'll develop, and how things are changing based on the feedback that's been coming through"

Frankly, if they announce that beta is being pushed back 2 weeks, but therefore we get a little bit more for multicrew (or even some exploration mechanics) added... that'd be super awesome. I don't get my hopes up too high but... just saying. Would be awesome.
 
Don't see tomorrow happening .. The calls for a bug free Beta have slowed them down .. Bugs and crashes are expected during a Beta .. but for some reason not here!
 
I'd like to see the ability to say - hitch a ride to a System to flea danger. Then still be able to bail out at a new destination to then Transfer your Ship or just Buy a new one. I bet the Multi-Crew will be shallow without this.
 
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Oooooh:



Frankly, if they announce that beta is being pushed back 2 weeks, but therefore we get a little bit more for multicrew (or even some exploration mechanics) added... that'd be super awesome. I don't get my hopes up too high but... just saying. Would be awesome.

I like the idea of multi-crew exploring.
It has options beyond fighting.

Rovers need to be expendable like fighters and if a multi-crew lands, why not have 2 rovers out there each hunting for stuff

How about an exploration 'fighter' load-out, so you could scan a system more fully and faster with 2 or more people scanning different targets? Due to size, could not have weapons, so can fit FSD for supercruise and appropriate scanning equipment.

I think that Helm being locked to ship owner might be restrictive, ... there would be an option to take shifts.
Of course the problem is, dare you go to bed and trust your crew mates to keep out of trouble? :)

I'm looking forward to the multi-crew option, I hope it can be expanded.
 
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To be fair it's not uncommon for the Beta to show up on the day without notice, so I wouldnt read into the fact nothing has been said either way.
 
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