Expanding the Crew System: Allowing 2 Active NPC Pilots for Solo Commanders

Greetings, Frontier Development Team and Fellow Commanders.

I am writing today as a dedicated long-time Commander currently piloting an Anaconda, with my sights firmly set on the Federal Corvette. As a player on the Autism Spectrum (ASD), Elite Dangerous provides me with a structured, predictable, and deeply immersive universe where I find great comfort, particularly within the Solo Mode.
My suggestion is straightforward but would be a massive quality-of-life improvement: Allowing Solo players to activate two NPC crew members simultaneously on ships with enough cockpit seats.

The Reasoning:
  1. Immersion and Ship Design: Large ships like the Anaconda, Federal Corvette, and Type-10 are designed with three cockpit seats. In Solo mode, seeing two of those seats permanently empty feels like a missed opportunity for immersion. Allowing our trained NPC crew to occupy those seats would make the ship feel like a true 'multicrew' vessel, even for those of us who prefer to fly alone.​
  2. Accessibility and Neurodivergence: For many players, including myself, the social unpredictability of Open Play or even private Multicrew can be overwhelming. My NPC crew member, whom I’ve personally trained from 'Harmless' to 'Dangerous,' is a loyal partner I can trust. Having a second NPC wingman would provide a sense of companionship and safety without the social pressure of interacting with strangers.​
  3. Tactical Depth in Solo Play: Managing two fighters would add a new layer of strategy. One could focus on screen defense (Point Defense/Lasers) while the other engages in offensive maneuvers. This would allow Solo players to experience the full 'Carrier' potential of these massive ships, especially when facing high-level threats in Combat Zones.​
  4. Balanced Implementation: This could be restricted to Solo/Private Group modes to ensure it doesn't disrupt the balance of competitive Open Play, or simply count towards the existing fighter bay limits (which already allow two active fighters in human Multicrew).​
I truly believe this change would make the galaxy feel more welcoming for solo commanders and players who rely on NPCs for their primary social interaction within the game.
Thank you for your hard work and for this incredible galaxy.

Fly Safe, CMDR.​
 







Just to name a few other attempts at this.
 
I'm not even sure the point of having player crews with how much lack of reward/incentive there is compared to just flying your own ship.
Like sure you don't have to worry about paying for your ship but.. like how often is anyone struggling with credits for that beyond the first 30 hours of gameplay. Scan some fauna on a planet get 1-17mil, find some station selling silver for 4-5k and sell it for 50k, etc.

Be nice if we could at least see our npc's in the seats so its not this empty giant cockpit forever. Poor guy is just permanently strapped in the fighter seat like some sort of torture nexus.
 
Man, I can't believe that it is 2026 April, and yet we still can't enjoy the game if you play solo, because it literally cut you from have some stuff, like, having 2 or 3 fighters out, just beacuse you are in solo, you can do it in multiplayer.... Like what the heck? why in the world penalize players for playing solo....

Everything for the game to allow this to work is already there, just remove the hard coded block of having only 1 AI active crew.... They will only fly fighters.

It shouldn't be limited to 1 or 2 npc pilost, should be following the ship free seats, if the ship have 3 extra seats, them allow 3 extra AI crew, that simple.
 
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Man, I can't believe that it is 2026 April, and yet we still can't enjoy the game if you play solo, because it literally cut you from have some stuff, like, having 2 or 3 fighters out, just beacuse you are in solo, you can do it in multiplayer.... Like what the heck? why in the world penalize players for playing solo....

I am not sure you understand. You can not use two(or three) NPC pilots in Open either.
 
But you can have 3 fighters with actual people and not npc... which is the point.. it is possible in multiplayer while it is blocked in solo.

AKA, can you deploy more than 1 fighter in multiplayer? Answer, yes, with a party and real people.
can you deploy more than 1 fighter in solo? Answer, no.

that simple. make no sense, the AI should be there for this exact reason
 
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I am not sure you understand. You can not use two(or three) NPC pilots in Open either.
I think the poster means that you could have other commanders fly those fighters for you, just that as a solo player you can't.
I tend to agree that this seems a bit of an unreasonable restriction.
For people who don't play as part of a group and are willing to take the hit on hiring multiple NPCs let them use the functionality that is already there.
 
While I'm at it, the suggestion to let hired NPCs stand in for the docking and SC assist computers seems reasonable.
But I've gone at length about that topic :D
 
I guess it will never happens, which is a shame, just like automated jump computer.... I even got a warning for comment on the thread...
 
Who is playing this game with 3 human-controlled fighters?? Why wouldn't you just fly your own ships together at that point.
 
How about actually making the one NPC crew that you actually can deploy worth a damn? I just watched my Elite crew flying a GU-97 with plasma repeaters struggle to get a kill against a Novice pirate in an iCourier. They must have started their day with a big bowl of imbecile flakes, because when I finally had enough after 10 minutes of jack-all happening and decided to trade roles, the Novice AI couldn't even shake me while I was flying the GU-97 with FA training wheels on. Admittedly, I'm a terrible pilot, and I can still land every shot. So there's the verdict: Elite crew AI <<<<< Novice pirate AI. Why in God's name did the dev team decide that they take 10% of my pay to be dysfunctional in the one role that they're able to perform (a term I use loosely)???
 
How about actually making the one NPC crew that you actually can deploy worth a damn? I just watched my Elite crew flying a GU-97 with plasma repeaters struggle to get a kill against a Novice pirate in an iCourier. They must have started their day with a big bowl of imbecile flakes, because when I finally had enough after 10 minutes of jack-all happening and decided to trade roles, the Novice AI couldn't even shake me while I was flying the GU-97 with FA training wheels on. Admittedly, I'm a terrible pilot, and I can still land every shot. So there's the verdict: Elite crew AI <<<<< Novice pirate AI. Why in God's name did the dev team decide that they take 10% of my pay to be dysfunctional in the one role that they're able to perform (a term I use loosely)???
I couldn't comment...
Might help.
I think of them as mostly useful as a distraction tbh. I can then either run away or attack from another angle.
 
Do you guys really want 2 NPC stealing your combat rank and money? Seems like a great way for the 'ol profit and loss to show some wild numbers under Hired Labor to me.
 
Do you guys really want 2 NPC stealing your combat rank and money? Seems like a great way for the 'ol profit and loss to show some wild numbers under Hired Labor to me.
I mean, they are already stealing my money, they might as well be doing something useful.
I'm actively trying to avoid combat rank, so having them around is a bonus.

That said, I can't help thinking the pay structure could do with a shade of renegotiation.
Then again, I'm generally in favour of a whole lot more being done with NPCs in general. Might actually be interesting if the started out on a flat rate, decided they'd like to go but you negotiate them staying for a cut, you could do all sorts of interesting things. Play with loyalty, preferences, capabilities and background story mechanics... So much could be done there. Anyway.
 
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Greetings, Frontier Development Team and Fellow Commanders.

I am writing today as a dedicated long-time Commander currently piloting an Anaconda, with my sights firmly set on the Federal Corvette. As a player on the Autism Spectrum (ASD), Elite Dangerous provides me with a structured, predictable, and deeply immersive universe where I find great comfort, particularly within the Solo Mode.
My suggestion is straightforward but would be a massive quality-of-life improvement: Allowing Solo players to activate two NPC crew members simultaneously on ships with enough cockpit seats.

The Reasoning:
  1. Immersion and Ship Design: Large ships like the Anaconda, Federal Corvette, and Type-10 are designed with three cockpit seats. In Solo mode, seeing two of those seats permanently empty feels like a missed opportunity for immersion. Allowing our trained NPC crew to occupy those seats would make the ship feel like a true 'multicrew' vessel, even for those of us who prefer to fly alone.​
  2. Accessibility and Neurodivergence: For many players, including myself, the social unpredictability of Open Play or even private Multicrew can be overwhelming. My NPC crew member, whom I’ve personally trained from 'Harmless' to 'Dangerous,' is a loyal partner I can trust. Having a second NPC wingman would provide a sense of companionship and safety without the social pressure of interacting with strangers.​
  3. Tactical Depth in Solo Play: Managing two fighters would add a new layer of strategy. One could focus on screen defense (Point Defense/Lasers) while the other engages in offensive maneuvers. This would allow Solo players to experience the full 'Carrier' potential of these massive ships, especially when facing high-level threats in Combat Zones.​
  4. Balanced Implementation: This could be restricted to Solo/Private Group modes to ensure it doesn't disrupt the balance of competitive Open Play, or simply count towards the existing fighter bay limits (which already allow two active fighters in human Multicrew).​
I truly believe this change would make the galaxy feel more welcoming for solo commanders and players who rely on NPCs for their primary social interaction within the game.
Thank you for your hard work and for this incredible galaxy.

Fly Safe, CMDR.​
I really dont want anyone else in my ship, i like to be alone and as for the fighter stuff, nowt stays alive long enough against my Vette to have to deploy one.

O7
 
I mean, they are already stealing my money, they might as well be doing something useful.
I'm actively trying to avoid combat rank, so having them around is a bonus.

That said, I can't help thinking the pay structure could do with a shade of renegotiation.
Then again, I'm generally in favour of a whole lot more being done with NPCs in general.
Out of curiosity and not a place of judgement, why avoid Combat rank?

I do agree that NPCs should be useful, too, and that they could be more interesting. The fighter carriers in Starsector (yes, different game genre, singleplayer, not the same, etc) were really cool and I do wish Elite had something a bit more similar to that, than just "here's a mobile hardpoint".
 
Out of curiosity and not a place of judgement, why avoid Combat rank?
Not at all :)
The general assertion is that at higher combat ranks, higher level NPCs will have a go at you. Now I've no idea how true that is, but as a terrible combat pilot who is mostly running multi-role or task specific non-combat builds I don't have any interest in such attention. I tend to be pretty selective when it comes to combat and am generally all for weighing things heavily in my favour. So, I don't try to accrue rank.

I do agree that NPCs should be useful, too, and that they could be more interesting. The fighter carriers in Starsector (yes, different game genre, singleplayer, not the same, etc) were really cool and I do wish Elite had something a bit more similar to that, than just "here's a mobile hardpoint".
They could do more with it, I mean even First Encounters and so on had crew basically come after you if you fired them. Which I felt was a bit of an extreme reaction and could have done with some subtlety but still. I seem to recall hiring was slightly more interesting too, though I don't think skill correlated with any performance gains. The larger ships required crew to to run them. Which made for 'interesting' times where you could be stuck in port waiting for crew to become available then hire anyone you could get.

Anyway, sounds like one for a separate suggestions thread :D
 
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