2.3 The Commanders

I can't imagine how 4 people in 1 ship is possibly going to compete with 4 individual ships but multi-crew will surely be fun for playing with friends, roleplay etc.
 
Wings of 4 are already in the game. Having one ship be equal power to a wing of 4 only means that now we can have a wing of 4, in a single ship. Nothing changes balance-wise. Unless you already have a problem with a wing of 4 you wont with multi-crew. If you do have a problem I have a simple solution. Solo mode or Private Group.
Where have you gotten the impression NPCs won't do this?

And telling people to just change modes even if it were a solution isn't achieving balance, it's ignoring it.

But as it happens being a single pilot in a single ship a wing of four is quite a handful yes - as it should be. When that *looks* like a single ship but then fires on you with many times the damage just because it happens to have several crew that could come as a bit of a surprise.
 
Sorry, I do not see it the same way as you.
Engineers just added a pathetic attempt at crafting modules.
And it re-enforced a disjointed way of playing, in my opinion it weakened the game.

Well I cant say I have ever really seen a good way to add crafting to any game period. But this one isn't as bad as others. It is useful, it allows you customize a ship to your play style, now there are loads of mostly balanced and counter balanced builds(heat inducing stuff needs scrapped) where now you don't really have an ultimate build.

You need to elaborate more on re-enforcing disjointed playing because that is pretty subjective. How did it weaken the game. Give some specific examples. It only added stuff instead of taking stuff away or sliming it down. To me the removal of skill trees for WoW weakened that game. No longer could you have nice enjoyable hybrid builds that allowed you to do several things at once. Instead every one was forced into a specific role even if they might have wanted to bounce back in forth between different ones.
 
Pretty sure it'll result in crying whatever they do.
It's what you do best Humans.

I don't think it's right until we have an idea on how FD want it to work or something like that.

All this thread is a pre-whine about unreleased content which we had with engineers and still ongoing.

Better to wait until we have more information.
 
We know very little, but even with a world of possibilities to imagine I can't see what they do for all the transit time and I can't see how me in my asp being intercepted by possibly multi-crew super-damage pilots/npcs can work out 'fun' - it's the every-npc-with-super-upgrades on crack.

Yup. This would not be fun, especially for Solo Commanders. I hope like heck FD get the point before developing another feature that alienates a significant portion of the user base. Forget MultiCrew (how many Commanders would be interested in Crewing a ship when they can fly themselves) for Commanders and build it with NPC's. Expand to Commanders at a later date if there is enough demand.

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Well I cant say I have ever really seen a good way to add crafting to any game period.

Firefall pre-nerf was excellent. Full on player economy with mats and finished weapons, thumping was a profession (like mining but fun and competitive). Could have been made better but the Devs ended up 'simplifying' it which made it next to useless. Now it's just a pew-pew game.

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1 B-17G, 10 crew, (no escort/other planes) vs 4 FW190's. This will end well. :(

Only for the -190's...
 
They said before that they have no plans to provide a solo option for multi crew. Oh well. I guess I could get some friends to come play this game, but instead I've devoted myself to steering my friends away from this game (not out of spite, just that FDev isn't really customer-friendly and I don't want to take a RL rep hit over it).

Really? I have never heard FDev categorically say this. At best they have only said that its not their FIRST PRIORITY. After 18 months of looking after the Multi-player community, though, I really do think its time they started showing some love for those of us who struggle to find anyone to Wing Up with.
 
1 corvette and 3 crew > 3 corvettes. lol It really doesnt make sense to me why any CMDR would give up his/her/shim ship to be part of a crew. I would like to see those that bought CQC only to have access to the main game through the CQC main game assets(if and when they get into the main game) and star ports via menu so EDH CMDRs can pick them up as part of the crew. The CQC crew members can only have access to the inside of the ship and nothing else unless they purchase ED or EDH.
 
Considering how obviously all other expansions were hurried out the doorway, you really believe they will do that one any differently? Sure, if they -would- do what you say, it could turn out to be somewhat useful. It'll still be a "and the fourth man takes a nap", but at least for the first three it might be somewhat interesting.

Unfortunately considering the track record since launch, what you suggest can only happen if another company buys Frontier and puts new managers in place. I'd wish to be wrong, but it's very unlikely.

2.1 has already introduced quite a lot of depth that many people aren't aware of yet. I already feel like I'm doing 2.5 people's jobs just flying a DBS. And that is a fairly manageable ship with a simplified interface.

I can see how adding another CMDR to do repairs and direct shield to specific locations, target an enemy's weapons, these could all multiply the ships effectiveness without charging the total killing power or shields in terms of MJ.

Granted, splitting the current amount of tasks up into 4 roles would be spreading things a bit thin. But I think the extra power will be mostly for larger ships that can handle the distributed responsibility.

And let's not forget that at the very worst, players will be able to jump into ship launched fighters. Probably as fun as CQC especially now that small ships can be quite fast! And hard to hit.
 
All this whining and no one has mentioned the Elephant in the space ship.

Or rather, the Stewardess on my Orca.

Yeah baby, I'll have a refill, one from the bottom shelf please.
 
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It really doesnt make sense to me why any CMDR would give up his/her/shim ship to be part of a crew.

Easy question to answer: Gameplay variety.

I know a few people myself (at least 4 IRL) who own big ships themselves but would very much like to crew for me or have me crew for them from time to time. We also talk about going to base raids manning SRVs or into combat as pilots for fighters that launch from the ship.

As long as they manage a easy 'hop in-hop out' method of joining ships with a simple invite, it'll work nicely.

I don't think they'll bother with the realism side of things much and it'll be instant teleport to the host commander's ship so your own game will save at the point you accept the invite and your ship will despawn from the game. You'll appear in the host ship and go on whatever you want to do. When you exit, back in your save exactly the same as you logging off and on again.

This will no doubt be problematic in terms of immersion and realism but I believe it's a small sacrifice to enhance gameplay options for fun activities, especially for traders and explorers who want to a taste of fighting from time to time but can't manage the time to fit a ship, travel, play for a bit and then go back to their usual role. It's neigh impossible for explorers who like to be thousands of LY away from the core as an everyday activity.
 
1 corvette and 3 crew > 3 corvettes. lol It really doesnt make sense to me why any CMDR would give up his/her/shim ship to be part of a crew.

Oh, I don't know. There may be tasks that are unmanageable in a single-crewed ship, so if you want to do them then you have to form a multi-crew. Also it may be a way to attempt things (and get the reward for doing them) without taking any risk, as the ship belongs to the "Captain".

Personally - and this is just me - I would have liked the larger ships to have been unavailable until multi-crewing was possible. That would make a lot more sense because by allowing everything to be AI controlled the game has been painted into a corner. Do commanders get 2.3 and find they magically can no longer fly their Anaconda or Asp? Or now have to hire AI Crew? Do Multi-crewed ships suddenly sprout extra abilities?

I think the best solution would have been to have hireable AI staff from day one (like Frontier did over 20 years ago).
 
Something that has been talked about in Star Citizen too, this multi crew feature will be the hype when its released but later down the road, it'll end up being a novelty, nothing more.
I mean seriously who wants to be playing with pips for their entire Elite Dangerous career. 1 pilot can still do a reasonable good job moreover AI is still competent plus should there be the option for NPC crew like Star Citizen(FD will most likely implement NPC crew much later on, empty seats on a multi crew corvette is quite a concept), human crew will be obsolete.

Now ship launched fighters on the other hand will complement multi crew a lot and it will end up being the only logical reason people multi crew in the long run in Elite Dangerous.
 
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Now ship launched fighters on the other hand will complement multi crew a lot and it will end up being the only logical reason people multi crew in the long run in Elite Dangerous.
I would rather be in a wing of 3 corvette CMDRs than a wing of a corvette and 2 small ship launched fighters. And you guys that quoted me questioning multicrew, I was trying to set up a reason for bringing up my CQC multicrew idea. Any thoughts on that?
 
Another wasted feature (for me personally). Until there is hired wingmen and multicrew however.
Is AI going to get multicrew in their ships - boosting their stats? This will mean that before engaging the already improved AI we'll need to scan that pesky 'Conda to see if there is multicrew. If so, we had better boogy out of town before the 4X improved ship engages us!:eek:
God help us if they are shipping 100% engineer boosted equipment if / when they are given their toys back.

A moot point if AI do NOT get multicrew.
 
If there's no option of having NPC crew, the multicrew is pretty much wasted on me.

My friends who play Elite: Dangerous want to fly their own ships, not ride along in mine and take potshots at pirates.

Similarly, I want to fly my ships, not be a passenger/spectator/occasional participant on theirs.

The only thing I ever wanted from Multicrew was to be able to create an NPC to sit in the second seat of my Fer-de-Lance so it doesn't look so empty all the time. If they don't give me that, Multicrew can rot as far as I am concerned.

To put this in other terms, if I was going to engage in multiplayer play (which, I don't usually, because my friends and I prefer different styles of play), I'd infinitely rather wing up so we can all participate all of the time rather than have two of us sitting around while only one of us actually gets to fly the ship.
 
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And you guys that quoted me questioning multicrew, I was trying to set up a reason for bringing up my CQC multicrew idea. Any thoughts on that?

Excellent idea. Just that, Frontier will need to create a tool to connect the 2 together. Like some Galnet 'Looking For Group' bulletin board. Makes it so much easier to group up.
 
Once they get Multi-crew up and running, then I think they to totally re-examine how all the larger ships actually work. The things they will learn from having AI controlled Ship-launched fighters, in 2.2, will help to lay the ground-work for making NPC Wing-mates & Crew-mates a reality, IMHO. Once we have NPC crew that we can hire, then I think that the larger ships should require a minimum number of basic crew, just to run properly. Then, when we have that in place, we can look at bringing in Specialist Crew who can grant bonuses to various ship functions.....but at a premium in-game price.
 
Once they get Multi-crew up and running, then I think they to totally re-examine how all the larger ships actually work. The things they will learn from having AI controlled Ship-launched fighters, in 2.2, will help to lay the ground-work for making NPC Wing-mates & Crew-mates a reality, IMHO. Once we have NPC crew that we can hire, then I think that the larger ships should require a minimum number of basic crew, just to run properly. Then, when we have that in place, we can look at bringing in Specialist Crew who can grant bonuses to various ship functions.....but at a premium in-game price.

Except that they've already said they have no intention of doing this.
 
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