Fighter Hangar

I remind you that we are still waiting for the possibility to engineer the Fighter Hangar module, and we are also waiting for the possibility of buying a fighter pilot after his death. Besides, I can only use one NPC remote and I have two more when I can use them? . We are also waiting for the possibility of launching two fighters with NPC pilots at once, when it will be possible?
 
Łowca;7483637 said:
I remind you that we are still waiting for the possibility to engineer the Fighter Hangar module, and we are also waiting for the possibility of buying a fighter pilot after his death. Besides, I can only use one NPC remote and I have two more when I can use them? . We are also waiting for the possibility of launching two fighters with NPC pilots at once, when it will be possible?

Lauching 2 NPC SLF have been discussed earlier, it is simply too over power unless it is a carrier type of ship that have no hard point at all, then maybe 3 SLF at the same time can be good, since a SLF eaqual to 2 large hardpoint fire power. and I like the idea of engineering Fighter hanger even not the SLF, like increase SLF range, increase speed to build SLF etc. I also want crew be permanent, perma death of pilot is just hurting, since it take so much time to train one from harmless to Elite, don't say those "making death more matter thing", then u should die without those engineer module then, why u can rebuy pretty much every thing but not crew? Why the crew have to die? Why can't she escape with u at the same time? About 3 slot of crew members, I think that is good. For me one slot is for my harmless waifu, one slot is for PVE crew that trained from harmless to Elite, and the last slot is hire and fire PVP crew.
 
On two NPCs out there: one NPC already increases your firepower a lot. The increase of firepower with two players using the SLFs is justified. Those players could just as well mean you have two more full sized ships in your wing, which is more firepower and durability thatn the SLFs. But with NPCs, consider that each of those ships in wing can also then deploy not just one but two SLFs.

It would be just one more step on the endless and worthless ladder of power creep. We don't need that. The other part of the suggestion: anything to save NPCs at ship destruction would be welcome. I mean, you engineer your ship to the limit. It's an absolutely one-of-a-kind ship, with only a few extreme experts throughout the galaxy being able to make these adjustments. But you can just rebuy it. But the crew member next to you never enter the escape capsule when you eject?

But i am not sure if engineering is the answer. The cheap and easy way for FD would be to add the NPC to the rebuy. Let it cost a million or two, it's oki. Or if you want more, create gameplay out of it. Mark the NPC as "missing" in the crew menu after ship destruction. Then you get a mission chain to recover your crew. This can be just one one mission, e.g. go to station XY and pay the rescue service. But it can also result in a longer chain, e.g. criminal syndicate YZ has your crew, they want you to go to system A, take down rival criminal leader B, recover item C and also, as you are out there already, bring along rare good D from system E 150 LY away. And this might even branch off, so organsiation Q can give you a hint where they hide your crew, so you can instead go there, interdict that ship, use a hatch breaker and rescue your crew directly.

When you completed your crew rescue, the "missing" is removed from the crew menu and you can put them to active duty again. (If you don't want to trouble yourself with the rescue, you terminate the contract and hire new crew. Bad commander... :D )

The options are manyfold and even the game mechanics for this would already exist. I really wish that something like this would be implemented.
 
Back
Top Bottom