Feedback: CMDR multi-crew teams

I started playing Elite Dangerous when a couple of RL friend recruited me to “give it a whirl,” and I had a crash course on the game over one weekend: I earned a quick 100 million credits bounty hunting while teamed up together. Blindly, I cluelessly bought new ships without an idea of what’s next on the horizon. “Let’s play together,” was their standing request when we could reconnect online again. That one request ended up being more complicated than other multi-player online games.

I stumbled through non-engineered ship building; learning about ship jump ranges, how jump range is a constraint traveling “long distances,” and how much real-life time is spent traveling. This was the one of the upfront complications to “Let’s play together” since we had to be on the same server and in the same system for the team invite to work. This was our experience when forming up a team/wing for missions. This forced us into exploration ship builds to have the legs to reconnect without spending 45-60 minutes jumping across the galaxy: this does not include the wait periods for transferring our combat ships. On a bad day, we would spend over an hour waiting, as we talked over discord.

Team missions, also known as wing missions, are geared towards being cooperative missions in which we did not have to be together to share mission progress. This simply boiled down to us working towards a common end prize than playing together in the traditional MMO setting. It often resulted where we played the same game while talking over discord or voice comms; NO actual player-to-player interaction. Those wing missions were, more or less, cooperative goals shared within the team for the completion “payout” than tackling a mission that may impose limited resources and teamwork to accomplish; Hence, multi-crewing appeared to fit this type of teamwork gameplay: Yes, I have 3-4 RL friends who want to play together for the traditional MMO team-oriented gameplay.

As we delved into multi-crew, we quickly learned multi-crew and teams are the same thing; for instance, player A sends a crew invite to player B. A and B form a team, which means players C who sends a crew invite to player D form a team, and neither could form a wing together e.g. multiple ships running multi-crew instances. This means 3-4 players would need a single ship specially designed to accommodate a 3-4-person multi-crew team; however, there are none currently available to host the owner plus 3 extra crew members. Not even the huge Type-10 Lego brick. Do you see where this is leading? Elite Dangerous prohibits muti-crew teams from creating wings and ship availability restricts the size of the multi-crew team.

In addition, even under ideal conditions, multi-crew teams are prohibited to disembark the ship unless specific – not documented conditions apply – that exclude multi-crew teams from doing odyssey planetary missions. Non-multi-crew teams have access to odyssey missions; but those multi-crew team are prohibited: effectively excluding an entire expansion of content play. The multi-crew instancing does not offer the interaction of the game world because their effectively held hostage onboard the ship; unless they exit the multi-crew team, which immediately taken back to their ship.

An ideal multi-crew setting would assume a ship role (pilot, gunner, SF pilot, whatnot) without restriction to disembark to pick up odyssey missions, shop the concourse, or whatever activities you would normally consider playing solo; maybe access the local mission board for missions to be added to the share pool while playing with someone. As well as, upon exiting multi-crew by disembarking from the ship to remain on any space dock; a choice to remain or be transported back to their ship.

Elite Dangerous is complicated when it comes to “Let’s play together.” This is more a solo game with a co-op BGS backdrop and wing missions are semi-solo cooperative sharing that’s completion payout focused and motivated. There is nothing wrong with the MMO interaction model except please improve the multi-crew experience where friends could play together without feeling they're a hostage to the ship. Such as being able to disembark and enter the concourse to pick up odyssey missions and disembarking on-foot on planets to jointly do odyssey missions without a Scorpion. Or allowing multi-crews to join wings since current ships don't have a crew capacity to accommodate a 4-person team on one ship.
 
So first you guys should get a carrier. That's what I did for my friends, now we all log in and out from the same location. No need to go traveling to meet up.

Second you can have multiple ships with multiple crewmembers in the same team, you just can't do it with multi crew. Because of how bad wings and multi-crew were it seems they were reworked for odyssey.


In order to do this form a team. Once in a team any member of the team can go to the lift inside the station. If another team member is docked there you will have the option to go to their hanger. From there assuming the ship has more than one seat you can board the ship as a crew member. Doing it this way removes the restriction of everyone in the wing being in the same ship.

So you can have 2 people in one ship and 2 in another. It two people in their own ships and two people sharing.

This also removes all those restrictions you were taking about. So when landed you can freely disembark and the like.

Basically the difference is with multi crew you're not actually in the ship. You are remotely controlling it and a hologram of your pilot is projected into the cockpit. If you board it normally you're physically in the ship.

You can also board another members ship when they are landed on a planet.


You also need to remember that ED isn't really an mmo. It's just a multilayer game with an interconnected background simulation.

As for wing missions you can definitely do them all in the same place at the same time if you like.


What needs to be changed with teams is.

Let team members pilot the ship.
Let team members plot routes and manage targets.
Increase the profit sharing.
Let us directly transfer credits.


So it seems what you guys need to do is get a better understanding of how teams work and work together to get a carrier. How my friends and I got one was doing trading "races" we found a trade route and would race to the drop off. It was great fun and you got increased profits so long as everyone sold while we were all at the same station.

However there are other ways and most are faster. Stacked wing combat missions being one of the most effective.
 
@Lugh Good Saturday to you and thank you for the reply.

I seemed to be better earning credits, so I went ahead and commissioned the purchase of our FC, HMS Erebus. As you pointed out, my friends cannot transfer credits to the FC, which leaves me to focus on earning more to unlock the services and build-up an upkeep credit balance. Fortunately, one of my friends enjoys prospecting and mining hot spots and asteroid fields, and volunteered to donate Tritium to maintain our fuel allowance for group jumps.

My friends, and I, will need to experiment and abandon multi-crew instancing to try your suggestion, "Second you can have multiple ships with multiple crewmembers in the same team, you just can't do it with multi crew. Because of how bad wings and multi-crew were it seems they were reworked for odyssey." After some thought on your how-to tip: Should your tip solve our dilemma to have multiple ships with multiple crewmembers in the same team then the next questions stands: Would each team member benefits equally for their participation? e.g. on bounties, exploration, combat bonds, or whatever reward or credit is earned through the gameplay session.

I understand ED is not a MMO; but it does have the foundation to simulate some MMO group functions. As my friends, and me, keep working to "Let's play together," on their behalf, I extend my thanks for the help while we learn the how ED multiplayer features and options will help us bring more team challenge to wing missions or high threat assassination missions with the "Can we do this?" cerebral rush; These are the types of team spirited activities that spark innovation how to work with available ships, hardpoints, and modules for the win-the-day victory. I am sure that I'm not the only one who enjoys playing the underdog and scoring a victory against the odds.

I could safely say that we will continue to learn to have a better understanding how teams work and the differences between teams and multi-crew. Setting up our fleet carrier is "in progress" to afford all the needed services, and we do look forward to the FC interiors when it arrives.
 
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@Lugh Good Saturday to you and thank you for the reply.

I seemed to be better earning credits, so I went ahead and commissioned the purchase of our FC, HMS Erebus. As you pointed out, my friends cannot transfer credits to the FC, which leaves me to focus on earning more to unlock the services and build-up an upkeep credit balance. Fortunately, one of my friends enjoys prospecting and mining hot spots and asteroid fields, and volunteered to donate Tritium to maintain our fuel allowance for group jumps.

My friends, and I, will need to experiment and abandon multi-crew instancing to try your suggestion, "Second you can have multiple ships with multiple crewmembers in the same team, you just can't do it with multi crew. Because of how bad wings and multi-crew were it seems they were reworked for odyssey." After some thought on your how-to tip: Should your tip solve our dilemma to have multiple ships with multiple crewmembers in the same team then the next questions stands: Would each team member benefits equally for their participation? e.g. on bounties, exploration, combat bonds, or whatever reward or credit is earned through the gameplay session.

I understand ED is not a MMO; but it does have the foundation to simulate some MMO group functions. As my friends, and me, keep working to "Let's play together," on their behalf, I extend my thanks for the help while we learn the how ED multiplayer features and options will help us bring more team challenge to wing missions or high threat assassination missions with the "Can we do this?" cerebral rush; These are the types of team spirited activities that spark innovation how to work with available ships, hardpoints, and modules for the win-the-day victory. I am sure that I'm not the only one who enjoys playing the underdog and scoring a victory against the odds.

I could safely say that we will continue to learn to have a better understanding how teams work and the differences between teams and multi-crew. Setting up our fleet carrier is "in progress" to afford all the needed services, and we do look forward to the FC interiors when it arrives.

Edited:

Part of the reason for giving feedback and learning more about this, is May 4th is coming. I was brainstorming up an idea to host a mock Star Wars event with my friends and faction mates online where a wing of “tie” fighters were dispatched to pursue and destroy a crippled cruiser from escaping that dropped into an asteroid field for emergency repairs to its “jump” drive to escape. I enjoyed the Star Wars movie, Rogue One, therefore the fleeing rebel ship stole top-secret data on the development of the new imperial megaship capable of destroying planetary targets. Will the rebel forces escape with the top-secret data, scoring a victory for the Alliance, or will the Empire stop the fleeing ship and retrieve the stolen data?
As for credit sharing its all over the place some activities are 1:1 others give drastically reduced credits to crew members.

Helping fund the carrier is doable but awkward.

You can place a cheep item for sale on your carrier at an extremely high price. Your friends can buy it. You can repeat this as needed by then putting up a buy order for the same item at a low price.

However a single run in a type 9 is enough to keep a carrier running for a week. This generally makes it less of a headache to do it yourself.
 
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