So, when your ship explodes in deep space, you come back in a new ship, but your crew is DEAD DEAD. What's the rational for this? Wouldn't it be more consistent if the crew came back just like you do? Sure, maybe they have to be hospitalized for a while, but why are they dealt perma-death and you seemingly resurrect with impunity?
Also, when you have a figher and pilot on your crew, you can magically switch from the ship to the fighter and visa versa with the pilot mentioning something about telepresence.
What's the backsotry for Death and Crew Switching?
There is no good rationale/backstory for death in the Elite universe currently.
Early on (years ago, when ED was not even released yet) I proposed the implementation of a cloning system to explain what is going on.
The author Richard K. Morgan devised a wonderful and intriguing cloning mechanic for his Takeshi Kovacs cyberpunk trilogy (Altered Carbon, Broken Angels, and Woken Furies). Something like that would have added a very useful and rich background to gameplay in ED and it would have laid the groundwork for future FPS/FPA gameplay.
Currently in ED there is a huge gap where there needs to be a useful game mechanic. This could be ignored more easily when it was just about us players. We could assume that we escaped with escape pods, even though this mechanic is not shown in the game, but now with the addition of crew the lack of a good explanatory mechanic becomes more distressing and this will only increase in the future when we get fps/fpa gameplay.
I think FD should consider this now before it becomes a real problem.
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Killing of the crew is something many people have protested against.
It needs to be addressed and replaced with a deeper gameplay experience concerning crew management.
After the destruction of your ship crew members who are on board should perhaps have a chance of getting injured and disabled for a limited variable time (perhaps 3 days up to a week). You might be able to pay for medical treatment to speed up the return of your crew member (we need more money sinks anyway).
There might also be a chance (perhaps 10%) of your crew member getting killed when you ship blows up.
I think this would serve for players to feel more personally engaged with their crew. The current system does the opposite.
If FD added to that the option to put crew members on halt without pay this would make them much more usable.
Currently you have to keep paying crew even if you do not use them because you are flying ships without crew, like the Vulture or FDL. This results in many people sacking crew members instead of investing in them and ranking them up. Sadly for many of us crew has become a throwaway gimmick because of this.
So in general: crew management needs to become more sophisticated and engaging.