Allow Multiple SLF Deployments

It's not so much a hard limit, but more to do with the net code not being able to handle that many things at once. There is a limit on players in an instance (which I know can be circumvented to a certain degree through the use of wing beacons) but it starts to get really buggy and laggy if there's too much going on at once. This is the problem fighters present to the game - it would be too easy to have huge numbers of ships in a single instance and cause everyone rubberband all over the place if ships could launch multiple fighters.

Which is a shame, because I'd be more than happy to have access to multiple SLFs under the proviso that some of them self-destruct if the instance gets too crowded and they need to free up network bandwidth for the actual ships.
There could be a warning issued about massive telepresence interference if an instance is crowded. All of your ship's telepresence transmitters would be required to amplify your controller signal, thus limiting each ship to 1 SLF.
 
Well.... I would not mind the concept of a 'Dropship' ( not the federal one). ships that are very poorly armed with sluggish performance. they can linger into a Conflict zone and deploy a uniquely large amount of fighters (around 8) , naturally destroying these ships will terminate all active fighters. it would be an interesting concept of unique ship traits.
 
However, we can pruchase a Fighter Hangar capable of launching more than one ship, yet, we cannot actually launch more than one SLF, whether one is NPC and another is PC, or any other combination. WHAT?

Err, what? I definitely did this with a mate and had two fighters deployed, one with the NPC, and one with my mate. (it was awesome fun)
 
There could be a warning issued about massive telepresence interference if an instance is crowded. All of your ship's telepresence transmitters would be required to amplify your controller signal, thus limiting each ship to 1 SLF.

So what will happen to someboy who has two other players with him in multi-crew? Will one be kicked? Sorry, what you describe is a crutch which will quickly again lead to inconsistencies.

The current system mostly does fine in my eyes. One SLF per NPC, a maximum of two SLFs when you have other players along. The only thing which i find a bit weird (although it never affected me personally) is that multi-crew is limited to three people, while wings allow to group up with four.

It would be so awesome if it would be possible to combine the two systems, so you could have a flexible mix of ships and SLFs, up to four players in your group. Unfortunately the two systems were developed so badly independent of each other that FD won't manage to do that. Quite weak design there. :(
 
I support the idea. Not from the tactic's point of view (I'm pretty sure that one elite slf is quite enough for all reasonable cases). But from the point of multicrew equality. I may have no friends, or I may be last man on the Earth, why I can't launch two slf in solo but can in multi-crew?..
 
Crew slots are determined by ship, but we can only activate a single crew member. However, we can pruchase a Fighter Hangar capable of launching more than one ship, yet, we cannot actually launch more than one SLF, whether one is NPC and another is PC, or any other combination. WHAT?

I propose alternate suggestions, both of which will make use of a 2-fighter hangar (aside from rapid deployment).

Solution 1: Allow ships (even if restricted to certain class ships) to employ and activate multiple crewmen. And allow us to launch multiple fighters at once. Larger ships with fighter bays should be able to fart out 2 figters at once.

Solution 2: Allow 2-fighter deployment but require one of those fighters to be piloted by the player. This will prevent swarms and could offer some actual usefulness to owning a second bay and SLF.

I want the solutiont o be simple and obvious without asking too much. It just doesn't make sense to me to offer a 2-bay hangar when only a single SLF can be deployed ever. Honestly, the quick deployment once a fighter is destroye by switching to a secondary bay seems more akin to a workaround than intention.

Thoughts?

You can have two out if you use multicrew, but I think you should be allowed to have two out always.
 
Yeah it should be two for everyone regardless.

I wouldn't be mad if solo allowed as many as you have crew for and can carry though. Wouldn't be any worse in terms of pve balance than a wing is.
 
Well.... I would not mind the concept of a 'Dropship' ( not the federal one). ships that are very poorly armed with sluggish performance. they can linger into a Conflict zone and deploy a uniquely large amount of fighters (around 8) , naturally destroying these ships will terminate all active fighters. it would be an interesting concept of unique ship traits.
Like a type 10?
 
Like a type 10?

well, not quite as useless as the type-10 :D I was thinking a unique ship that was specifically designed to drop numerous fighters. something large but boxy, and poorly armed (great for turrets but otherwise junk) a ship that fulfills a 'support' role for use in areas of mass conflict. such a ship too would offer a pretty wonderous multi-crew experience with the capacity of 8 players in total! :)
 
I too support unchaining the NPC crew.
If a ship has 1 MC seat, have 1 fighter active,
if you have 2 seats have 2 fighters ready with NPC crew.
After all you have that stuff equipped, so allow the CMDR
and his crew to use it to full extend.

Also, if you have a ship like the Gunship with 1 MC seat, but a fighter bay for 2 SLFs,
allow the NPC to take a fighter and allow the CMDR to take the second one and park the
lumbering mothership behind a rock.
 
I cannot plus 1 this enough. I have posted the request numerous times over the past 2 years. It boggles the mind that we can't have this. It is a heavily requested feature. I have 2 SLF so I should be able to have them piloted by myself and an NPC while another NPC flys my ship. I DON'T play open play ever so I cannot see any legitimate reason why I shouldn't be able to do this. It is beyond ludicrous that we have empty crew seats in our ships that we can't fill with NPC's. Besides the fact the Multi-crew is a POS that I never use anyways.
 
yes, it seems to me to have read it, it is a question of many. 3 commanders with two chasseurs and deploy them gives 9 ships.. 6 commanders who deploy them give 18 ships..

it's simply exponential, 10 commanders ? 30 ships in the area.
Geometric progression, i think...
 
Totally agree, we paid for, grind and earned it. Give us that option. Also allow our crew to stay on the ship with us. Whats the use of those extra multicrew seats if we switch ships and they are not present? They should always be available or visible. When transactions occurs they still get their cut. Its sad that in my ship i have all those fighters and only can use one at a time, but have the capability of two, but i can hire multiple crew members. I play solo for the most part, only once i had a friend use my fighter, but he moved on from ED, and i moved to the PC version.

Also have when we are switching ships, our crew is always on board. if not in a seat, present. I should not have to go back to a station just to assign a crew member to active. I cant count how many times, i had to turn around and request docking because of this.
 
I was looking for a thread like this and was thinking "surely after those years there must be a way to do this"

Apparently still not... :(
 
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