So I recently discovered the SRV's Turret mode, and also dabbled in multi crew gameplay for the first time, where I also found the neat 3rd person functionality of the gunner position a fun addition, but a tad pointless as the helm can control all the weapons anyways. I had an idea of repurposing that camera style for some third person gameplay when turreted weapons are installed.
As much as I like elite dangerous, I've always been partial to third person games, where I can see my customized character, or in this case, ship, in action. I think it would be a very cool addition to add a key binding for your ships as well, instead of just the SRVs, to enter a similar "turret mode" where you have an external camera (third person) that, unlike the cinematic third person cameras, is functional in real gameplay, with all the proper hud elements. Basically the multi crew's gunner controls, but with additional ship movement controls available to the helm.
Sometimes it's annoying when you spend so much time working towards a fancy expensive ship, only to be stuck in cockpit view whenever you need to do anything important with it. Plus, why even bother with liveries and such when you're mostly restricted to first person?
Probably not a perfect idea, so lets address concerns and ways to alleviate them if this were to be implemented
To elaborate how I'd see this implemented:
Key binding to enter turret mode from the helm position of any ship. Enters third person with all weapons performing similarly to the Gunner Position in multi crew gameplay, except for limited aiming radius depending on weapon type equipped (Fixed, Gimballed, Turreted), and maneuvering controls/hud also present
Edit:
The gunner position, for anyone who hasn't seen it before, is demonstrated in the Pilot training video series on Multi-Crew:
Source: https://www.youtube.com/watch?v=NOOEamtA08c
at 4:40
Edit2:
Changes to the above implementation to possibly address concerns about the implementation:
-One of, or both of the following restrictions: Only being able to control turreted weapons while in this new mode, and/or requiring a new optional internal/utility hardpoint purchased and installed in order
-Not including the scanner in this view's HUD, so the pilot must use their new situational awareness and visibility from the third person view to find targets.
-Introduce buffs to the multi crew gunner position to keep it desireable to fill in multi crew rather than just having the helm do it, such as sub targetting, and a sensor hud element
As much as I like elite dangerous, I've always been partial to third person games, where I can see my customized character, or in this case, ship, in action. I think it would be a very cool addition to add a key binding for your ships as well, instead of just the SRVs, to enter a similar "turret mode" where you have an external camera (third person) that, unlike the cinematic third person cameras, is functional in real gameplay, with all the proper hud elements. Basically the multi crew's gunner controls, but with additional ship movement controls available to the helm.
Sometimes it's annoying when you spend so much time working towards a fancy expensive ship, only to be stuck in cockpit view whenever you need to do anything important with it. Plus, why even bother with liveries and such when you're mostly restricted to first person?
Probably not a perfect idea, so lets address concerns and ways to alleviate them if this were to be implemented
To elaborate how I'd see this implemented:
Key binding to enter turret mode from the helm position of any ship. Enters third person with all weapons performing similarly to the Gunner Position in multi crew gameplay, except for limited aiming radius depending on weapon type equipped (Fixed, Gimballed, Turreted), and maneuvering controls/hud also present
Edit:
The gunner position, for anyone who hasn't seen it before, is demonstrated in the Pilot training video series on Multi-Crew:
at 4:40
Edit2:
Changes to the above implementation to possibly address concerns about the implementation:
-One of, or both of the following restrictions: Only being able to control turreted weapons while in this new mode, and/or requiring a new optional internal/utility hardpoint purchased and installed in order
-Not including the scanner in this view's HUD, so the pilot must use their new situational awareness and visibility from the third person view to find targets.
-Introduce buffs to the multi crew gunner position to keep it desireable to fill in multi crew rather than just having the helm do it, such as sub targetting, and a sensor hud element
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