There are some things that are still incompatible today when it comes to fihgters.
See some problems:
1- Fighter bays incompatible with the crew.
-We have the capacity for 3 crew members, but can we only use 2 fighters in the 7D Fighter Hangar?
- Why is the 6D Hunting Hangar so similar to the 7D Hunting Hangar?
To resolve this my suggestion would be:
-7D Hunting Hangar
3 Fighter bays instead of 2.
12 fighters for each bay, totaling 34 fighters in total.
-6D Hunting Hangar
Maintain 2 fighter bays.
Maintain 8 fighters for each bay, totaling 16 fighters in total.
-5D Hangar
Maintain 1 fighter bays.
Maintain 6 fighters for each bay, totaling 12 fighters in total
If there were more crew members in the future, an 8D fighter hangar would have to be created with this crew capacity.
Or also even better and preferable as suggested by @metatheurgist:
2- Use of hired crew.
To this day, it is still possible to hire more than one crew member, but in practice only one can be used.
Ideally, it would be possible to hire crew that could be used depending on the number of crew available on the ship.
If there are already more crew members than the ship can support, it would only be possible to activate a limited number of NPCs depending on the ship's crew capacity.
Crew members receive a physical chair, with their body and soul seated next to the commanders and other player crew members.
(There are countless old requests about this here on the forum)
Therefore, it is also necessary to give separate orders to each independently and jointly hired crew member.
Contracted Crew Members must not interfere in the acquisition of combat experience, having their own experience, separate from the commander.
3-Use of player crew.
I already created a topic a while ago talking about ideas about this specific issue.
In short, it is necessary to give more freedom to the player crew to use the ship and help the commander, most of the time the only thing we do is sit around without doing much, so in this Topic I gave my ideas to correct this issue.
Up to a certain point it would also be interesting for other players in the crew to control the commander's ship, anyway to continue this topic visit this post that talks about the subject.
]
4- Customization of fighters.
Just like in CQC or ships, it may also be possible to adjust fighter modules, as well as apply engineering to them. why not ?
This also opens up the opportunity to create a new niche of engineers specializing in fighters.
Add modules already existing on the ships as well as on the CQC to the fighters.
Enable the engineering of modules and weapons.
The modules and weapons have a size set to 1, with variations depending on the types existing on the ship (A, B, C, D, E, F...)
-Weapons and modules have readjusted and reduced values to fit the specifications of the fighters.
-New skins for hunting.
5- new fighters
Why not add new fighters with different parameters and new weapons?
An Alliance fighter? a Thargoid reverse-engineered fighter? or just a new stylish fighter with the name of one of the brands we already know, different parameters from existing fighters.
6- New Fighting Modules
-A new type of fighter, with FSD.
Imagine aboard a small fighter designed moving in super cruise, limited to within the system to be able to support the wing member on a ground mission or even simultaneously assist on another mission.
- Fighters with landing gear.
This would greatly improve the ground combat and air support experience, enabling new builds that would benefit from maneuverability in exploration.
As well as versatility for missions on foot.
- Why not add mining laizer.
This way, players and hired teams can also help with mining.
7- Fighters Are considered lower ships in the game
The pilot of the player fighter needs to be independent of the commander of the mother ship, as is the case with the station/ship relationship, perhaps it is a good way to fill a fighter and mother ship.
Maybe this doesn't make much sense, but what I mean is that something needs to be done on the server regarding the instantiation of fighters, to make its use viable.
8- fighters have their range extended to the same system as the mother ship.
9- Fighters can dock at stations, for repair and customization of modules if they are in the same system as the mother ship, and access missions.
See some problems:
1- Fighter bays incompatible with the crew.
-We have the capacity for 3 crew members, but can we only use 2 fighters in the 7D Fighter Hangar?
- Why is the 6D Hunting Hangar so similar to the 7D Hunting Hangar?
To resolve this my suggestion would be:
-7D Hunting Hangar
3 Fighter bays instead of 2.
12 fighters for each bay, totaling 34 fighters in total.
-6D Hunting Hangar
Maintain 2 fighter bays.
Maintain 8 fighters for each bay, totaling 16 fighters in total.
-5D Hangar
Maintain 1 fighter bays.
Maintain 6 fighters for each bay, totaling 12 fighters in total
If there were more crew members in the future, an 8D fighter hangar would have to be created with this crew capacity.
Or also even better and preferable as suggested by @metatheurgist:
Nah. Needs a total overhaul. SLFs were made that way because dying in them meant actual dying; this was a big risk for such a vulnerable ship. So the concept of them being remote piloted and printable came in, which is kind of silly. But now we have the concept of NPC recovery and commanders being rescued by the rangers we change the paradigm.
1 SLFs are actually piloted
2 No more printing SLFs. One ship only per hangar, make them tougher, return to hangar to repair and rearm (uses up some kind of resource that has to be restocked).
3 NPC death leaves a escape pod you have to rescue. If you fail then you can pay for their recovery later; take too long and you lose them
4 PC dying in one returns to the ship, but docked at last port (as per ranger rescue)
5 Lost SLFs are permanently lost until you rebuy them
With only one ship per hangar engineering and different loadouts are now more sensible.
2- Use of hired crew.
To this day, it is still possible to hire more than one crew member, but in practice only one can be used.
Ideally, it would be possible to hire crew that could be used depending on the number of crew available on the ship.
If there are already more crew members than the ship can support, it would only be possible to activate a limited number of NPCs depending on the ship's crew capacity.
Crew members receive a physical chair, with their body and soul seated next to the commanders and other player crew members.
(There are countless old requests about this here on the forum)
Therefore, it is also necessary to give separate orders to each independently and jointly hired crew member.
Contracted Crew Members must not interfere in the acquisition of combat experience, having their own experience, separate from the commander.
3-Use of player crew.
I already created a topic a while ago talking about ideas about this specific issue.
In short, it is necessary to give more freedom to the player crew to use the ship and help the commander, most of the time the only thing we do is sit around without doing much, so in this Topic I gave my ideas to correct this issue.
Up to a certain point it would also be interesting for other players in the crew to control the commander's ship, anyway to continue this topic visit this post that talks about the subject.
General - Multicrew suggestions
Multicrew has great potential in the game, but has much to be polished and improved. I would like to list here my main suggestions. To all FDEV team all my respect and admiration for the excellent work in the game that we believe and dream, the whole community of Elite Dangerous passionate and...
forums.frontier.co.uk
4- Customization of fighters.
Just like in CQC or ships, it may also be possible to adjust fighter modules, as well as apply engineering to them. why not ?
This also opens up the opportunity to create a new niche of engineers specializing in fighters.
Add modules already existing on the ships as well as on the CQC to the fighters.
Enable the engineering of modules and weapons.
The modules and weapons have a size set to 1, with variations depending on the types existing on the ship (A, B, C, D, E, F...)
-Weapons and modules have readjusted and reduced values to fit the specifications of the fighters.
-New skins for hunting.
5- new fighters
Why not add new fighters with different parameters and new weapons?
An Alliance fighter? a Thargoid reverse-engineered fighter? or just a new stylish fighter with the name of one of the brands we already know, different parameters from existing fighters.
6- New Fighting Modules
-A new type of fighter, with FSD.
Imagine aboard a small fighter designed moving in super cruise, limited to within the system to be able to support the wing member on a ground mission or even simultaneously assist on another mission.
- Fighters with landing gear.
This would greatly improve the ground combat and air support experience, enabling new builds that would benefit from maneuverability in exploration.
As well as versatility for missions on foot.
- Why not add mining laizer.
This way, players and hired teams can also help with mining.
7- Fighters Are considered lower ships in the game
The pilot of the player fighter needs to be independent of the commander of the mother ship, as is the case with the station/ship relationship, perhaps it is a good way to fill a fighter and mother ship.
Maybe this doesn't make much sense, but what I mean is that something needs to be done on the server regarding the instantiation of fighters, to make its use viable.
8- fighters have their range extended to the same system as the mother ship.
9- Fighters can dock at stations, for repair and customization of modules if they are in the same system as the mother ship, and access missions.
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