How would you like the multi-crew ship mechanics to work?

Just spit-balling here but I'm hoping FD add new types of hardpoints for multi-crew. Something like a turret "pod" that additional crew members actually sit in, rather than having the existing hardpoints and just have them controlled via "remote-link" or a screen or something. The player would have to choose between fitting regular hardpoints (that can't be controlled by additional players, so they'd have to use ship-launched fighters or be in charge of something else) or the new "pods" that can ONLY be operated by additional players. The pods would be slightly more powerful than fixed, gimballed or regular turret hardpoints but with the obvious drawback of needing additional players to operate, thus adding human error into the mix as well.

Anyone got any other ideas of how FD can balance solo ships vs. multi-crew ships?
 
I also think FD will introduce "manned turrets" to make multicrew viable. But I guess the will be controlled from the bridge. Otherwise we would again be quite lonely at the helm.
 
Its a puzzle for sure. Im guessing the first thing your ship mate will be able to control is the SLF and SRV. Maybe they will take charge of general scanning, some guns landing gear lights navagation and things that one cmdr can do but also can be shared.
(Would be usefull for a second person to accsess the galaxy map to enable a quick exit if required)

My guess is Frontier will add some extra game play elements to make multi-crew properly useful. ...but..... who knows. ?

Flimley
 
Whatever they are I would just like them to work.

That's the minimum I expect from a game. Suffice to say my expectations in terms of ED haven't been super-great.
 
It would be fine to allow manual turrets from the bridge/cockpit via camera, where your additional crew member can switch between each turret (giving a view much like the turret on the SRV).

This would make a gunship setup somewhat more effective with two crew, as it'll come down to the player's ability to aim and their skill at switching between the turret cameras (all turrets would attempt to fire at the target, not just the one the player is viewing from).

I still think multi crew needs more to it than this though. Perhaps having full control over amfu systems as well, allowing repairs mid battle. And maybe the ability to counter malfunctions.

So, for example, the pilot focuses purely on ship control and firing non turret weaponry. The additional crew member has a UI view similar to the right panel but it has the following functions:

Module targeting.
Turret cameras (clicking one of these changes the UI so they can no longer view anything else). This gives full control over all turrets.
Modules (this shows the current module list). From here they can power modules on or off if necessary and change priorities. They can also see the health and deploy amfu to repair in real time. And any malfunctioning modules flash. Activating these modules shows an additional context option to counter the malfunction, which can either be a new module type or an in built system. Either way, it draws power from systems heavily to cancel the malfunction and stabilise the module. This crew member will need to request the pilot to increase the pips to systems to get enough power to do this.

If any ships allow three crew then one can focus on the turrets whilst the third can focus purely on module management.
 
personally unless there are npc multicrew i am not really that fussed.

still excited for 2.3 but for the other stuff they put in. Maybe i am wrong, and FD have something up their sleeve, but i just cant see how they can make multicrew more exciting for players than just actually flying our ship.... and unless they add a totally gamy magic buff to multicrew ships, it will be impossible for them to make 1 ship with 4 players on more effective than 4 actual player controlled ships (possibly each with elite npc crew SLFs on top of that)
 
I think we are beyond the point of thinking ships need multiple crews, we are all out there flying everything by ourselves currently and as they didn't pop in place holders it would be a bit silly to suddenly say you can't fly your ships without crew to current standards, particularly if you are already thousands of light years from home.

I would like to see crew by profession which gain you something, maybe active or sometimes passive gains. For example a ship engineer that would decrease integrity drops and provide a slight boost to thrusters, power etc. as a passive gain depending on rank and quicker repair times including mid combat work automatically as an active advantage.

We could have multiples so the science officer who decreases scanning times, targeting scans etc. and can find traces for further investigation on planets. Weapons officer who beefs up damage slightly and decreases power use. and can man the guns. Cargo master who gets that bit of extra space by loading out correctly, has the right contacts to get a slightly better price in station. Navigator who can auto plot the right route for system scanning, optimise jump ranges and assist with avoiding interdiction (or helping to interdict if you are that way inclined).

We know we can fly the big ships solo so they need to add something for the credit costs and be able to rank up in specialities.
 
I think we are beyond the point of thinking ships need multiple crews, we are all out there flying everything by ourselves currently and as they didn't pop in place holders it would be a bit silly to suddenly say you can't fly your ships without crew to current standards, particularly if you are already thousands of light years from home. .

so what FD *could* do if they wanted is just randomly put competent crew in all the ships which they decide need to have crew to fly optimally in the 2.3 patch... and then when we dock we then have to give them new contracts or let them leave.

competent crew could essentially be how we fly now... . with less than competent meaning we get a nerf and more than competent we get a boost to stuff.


ideally i would like each crew to have multiple skills, sot of a primary, 2ndry and tertiary skill as well as negative traits as well....... and whilst it may be possible to get a crew with no negative traits and the ability to "level up" all 3 skill trees, they would be rare as hens teeth.

others, may be really good in 1 skill, not cost that much, BUT have some major downside.

there is so much they could do with npc crew, none of which imo is blocked by not having them now... on the other hand i just cant see a lot to do with player crew.

FD need to reconsider the certain crew death on ship destruction however imo... i experienced a disaster the other day, *nearly* blew up (against npcs due to 400 credit FF incident) and i was sooooooo tempted to combat log.

the loss on destruction will only get bigger IF FD do not give us interesting ways to "rescue" our crew..

sorry minor tangent there
 
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I'd like to be able to hire crew members based on what I'm trying to accomplish. They become like additional hard points I can configure.

Hire a Science Officer: scans take 5-15% less time to complete.
Weapons Officer: increased range/reload rate/fire rate/accuracy (one or any, +5-15%)
Engineer: increased jump range; or increased shield recharge rate; etc.
Procurer: better purchase prices/sell prices on goods

They would be like RNGineer mods, swap-able.
 
I'd like to be able to hire crew members based on what I'm trying to accomplish. They become like additional hard points I can configure.

Hire a Science Officer: scans take 5-15% less time to complete.
Weapons Officer: increased range/reload rate/fire rate/accuracy (one or any, +5-15%)
Engineer: increased jump range; or increased shield recharge rate; etc.
Procurer: better purchase prices/sell prices on goods
.

you pretty much just summed up what Frontier decided was the least we could expect from multicrew back in the DDF.
 
I would like new content and mechanics with their own individual interfaces based on crew roles.

Hiring a crew in that role allows access to the new content that comes with it.

A single player hot swaps into that crew position to interact with the new content.

A friend player can hot swap into that crew role to interact with new content.

idea example

Science Officer : interface is an Orary System map, can see shipping lanes and ships in system. Will be able to detect new signal sources and scan them for content. Can scan ships and target for pilot. Can zoom into planet map and scan for points of interest or materials and put way points on map. Can launch and control drones.
 
You know, with passenger missions, it would be nice to hire Flight Attendants who can help keep your passengers happy. Flight crews who can help make the journey more enjoyable, more suited to the client's taste, etc. Not a guarantee of success, no - but as a means of making them a little less touchy and apt to jettison might be in order.
 
I think the key is about introducing other gameplay elements that go with Multi Crew;

What if Thargoids are extra hard taking on alone? You have to seek them out in specific areas and are best suited to do so through a multi crew set-up. i.e they have automated interdiction technology that requires a player to constantly/frequently be involved in the mini-game in order to avoid extra enemies appearing... or similarly, infrequent specialised 'shield attacks' that require vigilant monitoring and tweaking of the shield, its direction, power draw and whatever else... Just some examples that make it extremely challenging (but not impossible) for a single Commander to manage

Introduce base raids that are extra-difficult solo and best completed via multi-crew set up etc. etc containing some of the mechanics above, especially if they are 'Thargoid' or any other alien/faction++++++ bases

Introduce buffs to ships with multi-crewed set ups. i.e Just as AI crew can rank up, players can also rank up depending on whether they spend time in control of systems, weapons, shields, etc. Ship gets buff to specific area dependant upon player's rank in each area... this get incentives for reasons why players may decide to 'play systems engineer' for example; in order to rank up that skill

Likewise, general missions can be gated by ranks in these areas... "I'm looking for a Systems Engineer ranked at least 3 for this mission Commander..'

There are multiple creative options available that will be iterated on as the game develops over time. The above are just a couple of examples
 
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