Hi FDev, I've been using multicrew a lot of late, as the idea of working as a team to operate a ship is just damn cool.
However, some smaller details have really marred the experience for me and my squadron-to-be.
When using turrets, the tendency of targeting to select the ship under the crosshair as the active target is causing stray rounds to fall on allied police/military ships, and effectively bypassing the "turrets do not cause you to incur fines if untargeted" safety feature. If we could disable this crosshair auto-targeting function, that would be ideal.
Having to select between wing and crew is proving universally divisive amongst our squadron as well, as generally we'd like the option to blend the two as the same group, even if we had the caveat of group size not exceeding 4 total.
Having 2 ships each with 2 crew or a 3-crew and an additional 1 crew would be preferable.
Not having the option to fly as first officer when in idle is also restrictive, and would be a welcome inclusion, even if restricted to direct crew invites only, as it would allow for captain to focus on flying while first officer navigates, manages modules, and operates sensors. Naturally the captain of the ship would have to allow such behavior on a case-by-case basis.
Finally, as difficult as it may seem to create quality content for the role, I really think we need a flight engineer role that can supplant the additional pip mechanic. A crew member that is able to enact per-module shutdown-repairs, manage per-module heat and power allotment (like a deeper-level sys-eng-wep allotment) to push that extra 20% out of essential systems when they are needed the most. Additionally, such a role could allow for directional bias on shielding, scans that allow weapons to ignore or mitigate target resistances (by dialling in the shield frequencies, or whatever) or a range of non-combat functions, such as in-supercruise cargo/KWS scans, or potentially a range of non-combat functions.
However, some smaller details have really marred the experience for me and my squadron-to-be.
When using turrets, the tendency of targeting to select the ship under the crosshair as the active target is causing stray rounds to fall on allied police/military ships, and effectively bypassing the "turrets do not cause you to incur fines if untargeted" safety feature. If we could disable this crosshair auto-targeting function, that would be ideal.
Having to select between wing and crew is proving universally divisive amongst our squadron as well, as generally we'd like the option to blend the two as the same group, even if we had the caveat of group size not exceeding 4 total.
Having 2 ships each with 2 crew or a 3-crew and an additional 1 crew would be preferable.
Not having the option to fly as first officer when in idle is also restrictive, and would be a welcome inclusion, even if restricted to direct crew invites only, as it would allow for captain to focus on flying while first officer navigates, manages modules, and operates sensors. Naturally the captain of the ship would have to allow such behavior on a case-by-case basis.
Finally, as difficult as it may seem to create quality content for the role, I really think we need a flight engineer role that can supplant the additional pip mechanic. A crew member that is able to enact per-module shutdown-repairs, manage per-module heat and power allotment (like a deeper-level sys-eng-wep allotment) to push that extra 20% out of essential systems when they are needed the most. Additionally, such a role could allow for directional bias on shielding, scans that allow weapons to ignore or mitigate target resistances (by dialling in the shield frequencies, or whatever) or a range of non-combat functions, such as in-supercruise cargo/KWS scans, or potentially a range of non-combat functions.