News Changes Coming to Multi-crew

The limits should be based on the traverse speed of the turret, and any inaccuracy inherent to the weapon (for example from Engineer tweaks). There's also no reason not to allow gimbaled weapons to be used, within the same constraints.
[/B] :(

i realised whys they have excluded gimbals

because they have not implemented any way to have the pilot decide which weapons are gunner's
looking at dumb fire missiles beeing forced upon gunner...
 
i realised whys they have excluded gimbals

because they have not implemented any way to have the pilot decide which weapons are gunner's
looking at dumb fire missiles beeing forced upon gunner...

I think you're right. That was my conclusion as well.

The implementation seems mind bogglingly lazy. Minimal implementation strikes again :(
 
I think you're right. That was my conclusion as well.

The implementation seems mind bogglingly lazy. Minimal implementation strikes again :(

Or maybe they arent lazy but instead already have a maximum workload, and this is the most they can squeeze in as extra work?
 
Or maybe they arent lazy but instead already have a maximum workload, and this is the most they can squeeze in as extra work?

I've said it before, but I'll repeat.

The shallow gameplay in Elite is due either to the designers or the producers. I find it hard to believe that the designers wouldn't be capable of designing deeper, more engaging gameplay. They have to work withing the constraints given by the producers, who also sign off on the results. An overly tight schedule means everything ends up as minimal implementation. This would be ok, if it was then recognized, and following sprints would budget time for enhancement tickets.

Either the schedule needs to be relaxed, and quality emphasized over quantity (feature count), or there need to be frequent enhancement sprints where the hurried work from previous sprints is improved.

There is a strange air about Elite currently. It feels like the people putting the gameplay together don't actually play any games for fun. How else would it be possible that the behaviour of gamers in multiplayer online games keeps catching the company by surprise, time and again?
 
No other role, just having Fight pay better? that's no major change =/

WHAT ABOUT TRADE payments/ piracy payments? we will stay in the little 5% stuff? why not raise for us too!
 
And? I received an email to come back that I was needed. And yet there is nothing really to do, no reason ie story etc to play.
And to also come back to find its so broken. Fix it or not, sadly ED has lost many players for good this time.
 
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Good post, I think you hit the nail on the head for a lot of it. There is something desperately wrong with the direction of Frontier. It seems hap-hazard and disjointed.
 
I still think bounty payouts should never exceed the amount stated when you scan the ship and see it's value.
Paying out 180% (or 260%) doesn't make any sense to me (because who would ever do that?) but I understand that it's done solely to garner interest in people who want to play multi-crew with credits as their main priority.

The revised payouts will hopefully satisfy more people than the previous one because it seems better balanced and given that it seems we are stuck with artificially inflated payouts.

The proposed protection changes are welcome but obviously cannot address every exploit in combat multi-crew. Nevertheless it is a step in the right direction and it's great to see FDev working on this so quickly.

The ONE thing that multicrew NEEDS to have is that you don't get awarded ANYTHING if you do not take part in the kill !
Otherwise the 'afk' exploit still stands that that's just pathetic.
 
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I still think bounty payouts should never exceed the amount stated when you scan the ship and see it's value.
Paying out 180% (or 260%) doesn't make any sense to me (because who would ever do that?) but I understand that it's done solely to garner interest in people who want to play multi-crew with credits as their main priority.

The revised payouts will hopefully satisfy more people than the previous one because it seems better balanced and given that it seems we are stuck with artificially inflated payouts.

The proposed protection changes are welcome but obviously cannot address every exploit in combat multi-crew. Nevertheless it is a step in the right direction and it's great to see FDev working on this so quickly.

The ONE thing that multicrew NEEDS to have is that you don't get awarded ANYTHING if you do not take part in the kill !
Otherwise the 'afk' exploit still stands that that's just pathetic.

i concur
any good multiplayer game gives a bonus for doing stuff together. if not, the game ends up favoring solo gameplay.
and there are two approaches to do that.

either they increase the number of targets depending on the number of player present, so the advantage is a result of the increased killspeed,
or they increase the payout per kill depending on the number of player.
The later usually comes together with an increased difficulty via more hitpoints on the NPCs.

very succesfull multiplayer games come with a mix of both, with mechanics that prevent the second method beeing missused by overpowered solo builds running alone in a multiplayer instance...

its about emergent gameplay, not about realism.

since elite dangerous is a heavily instanced game - they could make multicrew- npc ships spawn if multicrew player present (chaff immune turrets, extra power) that also have increased bounty payouts because multiple npcs as crew...
 
I still think bounty payouts should never exceed the amount stated when you scan the ship and see it's value.
Paying out 180% (or 260%) doesn't make any sense to me (because who would ever do that?) but I understand that it's done solely to garner interest in people who want to play multi-crew with credits as their main priority.

The revised payouts will hopefully satisfy more people than the previous one because it seems better balanced and given that it seems we are stuck with artificially inflated payouts.

The proposed protection changes are welcome but obviously cannot address every exploit in combat multi-crew. Nevertheless it is a step in the right direction and it's great to see FDev working on this so quickly.

The ONE thing that multicrew NEEDS to have is that you don't get awarded ANYTHING if you do not take part in the kill !
Otherwise the 'afk' exploit still stands that that's just pathetic.

Yeah, just use the 'you must at least have hit the target once or you get nothing' code they already have...

- - - Updated - - -

I've said it before, but I'll repeat.

The shallow gameplay in Elite is due either to the designers or the producers. I find it hard to believe that the designers wouldn't be capable of designing deeper, more engaging gameplay. They have to work withing the constraints given by the producers, who also sign off on the results. An overly tight schedule means everything ends up as minimal implementation. This would be ok, if it was then recognized, and following sprints would budget time for enhancement tickets.

Either the schedule needs to be relaxed, and quality emphasized over quantity (feature count), or there need to be frequent enhancement sprints where the hurried work from previous sprints is improved.

There is a strange air about Elite currently. It feels like the people putting the gameplay together don't actually play any games for fun. How else would it be possible that the behaviour of gamers in multiplayer online games keeps catching the company by surprise, time and again?

Oh, I agree. But none of that has anything to do with anyone being 'lazy'.
 
i concur
any good multiplayer game gives a bonus for doing stuff together. if not, the game ends up favoring solo gameplay.
and there are two approaches to do that.

either they increase the number of targets depending on the number of player present, so the advantage is a result of the increased killspeed,
or they increase the payout per kill depending on the number of player.
The later usually comes together with an increased difficulty via more hitpoints on the NPCs.

very succesfull multiplayer games come with a mix of both, with mechanics that prevent the second method beeing missused by overpowered solo builds running alone in a multiplayer instance...

its about emergent gameplay, not about realism.

since elite dangerous is a heavily instanced game - they could make multicrew- npc ships spawn if multicrew player present (chaff immune turrets, extra power) that also have increased bounty payouts because multiple npcs as crew...

Ever since the Wings update, we've been waiting for true co-op missions, and especially longer running mission chains and emerging plotlines that friends could tackle together.

Without meaningful stuff to do together, both Wings and Multicrew ultimately fall flat.
 
Or maybe they arent lazy but instead already have a maximum workload, and this is the most they can squeeze in as extra work?

When people use the word 'lazy' I think they often mean it in the sense of no great intellectual effort being applied in the process of devising gameplay rather than suggesting the devs are sitting around with their feet up on the desk eating biscuits and playing table football all day.
 
Ever since the Wings update, we've been waiting for true co-op missions, and especially longer running mission chains and emerging plotlines that friends could tackle together.

Without meaningful stuff to do together, both Wings and Multicrew ultimately fall flat.

i know that
wings always had that issue for me that
A. the credit output was reduced by the number of members
B. the RNG god started to spaw nothing bigger then npc cobras. ALWAYS

and multicrew currently does the same
 
i know that
wings always had that issue for me that
A. the credit output was reduced by the number of members
B. the RNG god started to spaw nothing bigger then npc cobras. ALWAYS

and multicrew currently does the same

The MMO structure of the game needs more thought anyway.

Just playing in open is troublesome, and I'm not talking about griefers and trolls either. If you're playing in open, bounty hunting at a res site. What happens when another player comes to the site?

You end up competing for a limited number of bounties, the problem getting worse and worse if more players enter the instance. There's nothing to complensate for it, to encourage such encounters and make them a positive thing. It's nice to meet other people and all, but either you both suffer, or one of you leaves to find a different hunting site.
 
Still nonsense.

If a bounty for a ship is 1 million credits then it needs to be split in portions among the crew not added and added and added???!!!!

Single player in CZ kills Ship get 1 million credits
Three player crew kills exact same ship with exact same bounty and gets...2.6 million!!!! errr...wot! How is this a sensible game dynamic?

Massaging numbers to get people to play, and it just doesn't make any sense whatsoever!!

No point to MC - MC must have a USE and this is just not it.

Maybe if bounties were at a realistic level and not some arbitrary value, strictly limited by ship type and combat rank, you'd have a point.

As it is, the individual "bounty" on all ships are an utter pittance for which no one would actually risk their life. The only reason bounty farming is reasonable income is because of the absolutely unlimited stream of targets with bounties to shoot down over and over. If you were to actually *hunt* for bounties in supercruise, interdicting pirates or dropping into interdiction wakes to engage them you'd still be in a Viper after a thousand hours.

As it stands right now, the bounty values don't even make sense. How do you get 4347 cr of bounty on you, exactly? 21 counts of assault and some change? But never killed anyone, else you'd be at 6200+.

Anyone who ever complained about the police killing over a 200cr bounty should never attack such targets either.
 
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There's a simple fix to the payouts not making sense, instead of multiplying the single bounty, simply spawn more pirates. I'd rather have 30 damn Eagles spawn and give us all 25k a pop than wait for ever to get one huge pay-out.
 
"dog sh** wrapped in cat sh** " is a quote that comes to mind, so many times when i think of elite ;)
I want to like the game, but it's not easy

i forgot can't say sh** because it will make people cry, lol
 
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Who-ever thought up this version-numbering system really needs their head looking at. It's going to confuse just about all of your customers, and when-ever someone (not FDev) says "2.3.1" we won't know if they meant 2.3.01 or 2.3.1 .

Instead of it looking like this:
2.3
2.3.01
2.3.1

Please instead consider doing this:
2.3
2.3.0.1
2.3.1

Or this:
2.3
2.3.1
2.3.2

Both options have pros & cons, but both are far better than the current proposed numbering system.

Complete agree, whoever decided at FDev that 2.3.01 does not equal 2.3.1 really should pack their bags, muppet - this is how serious mistakes are made, it only takes a script or piece of code to do a standard comparison (because leading zeroes are generally dropped, i.e IP 192.168.0.1 = 192.168.000.001) and end up overwriting the wrong thing.
 
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