Agreed. Imagine having your car courtesy lights on all the time.
Yeah, an accessible HUD dimmer switch would be nice.
Agreed. Imagine having your car courtesy lights on all the time.
It sounds to me (sorry about the pun) that the ship voice audio level has been changed and there is a general imbalance in audio (I haven't touched my audio setting in options).
It does sound like it has been lowered and is less audible in the balance.
Maybe I'm just thick, but I haven't been able to find this info anywhere, no matter where I look. Exactly how many (and in what combination) entities can be active during multi-crew? I understand that guests on your ship can use either the ship-launched fighters or the turret gunner controls, and that both guests can pilot their own ship-launched fighter if the ship has 2 slots. But my question is:
Can you have 1 guest be the gunner, 1 guest be a ship-launched fighter pilot, and then have the hired A.I. crew member fly the second ship-launched fighter, all at the same time?
Just had a first 3-hour session with a friend in 2.3. No disconnects, hiccups or anything. Only one bug, after he left I had to relog to get his status chanegd from 'in crew'.
Maybe I'm just thick, but I haven't been able to find this info anywhere, no matter where I look. Exactly how many (and in what combination) entities can be active during multi-crew? I understand that guests on your ship can use either the ship-launched fighters or the turret gunner controls, and that both guests can pilot their own ship-launched fighter if the ship has 2 slots. But my question is:
Can you have 1 guest be the gunner, 1 guest be a ship-launched fighter pilot, and then have the hired A.I. crew member fly the second ship-launched fighter, all at the same time?
So, during beta times I was saying "Multicrew is dead without mission sharing". No one cared. Now its out and its dead. Useless. Your crew don't get any amount of proper reward! No mission sharing too. So, crew never earn anything outside bounty hunting. So, whats the point of the whole multicrew? To spend several hour in HazRES before you all get bored?
Thanks so much for another half-finished feature.
Is it me or does the system map now load in much quicker after the first time, as if it's cached locally? This is a real boon, especially for explorers.
so they STILL base the intercepting npc on your highest rank NOT your ship capability and COMBAT rank and cargo? stupid. im on my way back to the bubble because i was told npcs were nerfed and actually possible to fight in a non rng'd non combat build again. if they are still doing this i guess i may just shelve the game once back to the bubble since i need to farm mats to get my asp jump range up if i am ever to sightsee to Sag A*
It shouldn't be either. It should be location and situation based. Ditto for missions and payouts.
Basically high-paying missions or the most profitable trading-runs should take you into more dangerous systems, low-paying missions take you to safer systems. It'd be up to you do decide whether to take on the high-risk missions in your current ship, or whether you first need to upgrade a bit.
Mission-specific NPCs should be ranked and outfitted according to the mission, all other NPCs according to the system (and perhaps surrounding systems) you're currently in, taking into account factions, economy, political state, etc etc. Pirates would then decide to attack you not only on whether or not you have any cargo, but also on how desperate they are and what chances they have against you.
Anyway, we can dream..